On Windows there are currently two fonts used.
The first, does the Menu, QTreeView and Tooltips
Second is Everything else which is a default font.
From inspecting QApplication::font() at runtime
Windows 10 English: QFont(MS Shell Dlg 2,8.25,-1,5,50,0,0,0,0,0)
Windows 11 Japanese: MS UI Gothic,9 ,-1,5,50,0,0,0,0,0
Windows 11 Traditional Chinese: PMingLiU,9 ,-1,5,50,0,0,0,0,0
Windows 11 Simplified Chinese: SimSun,9 ,-1,5,50,0,0,0,0,0
Windows 11 Korean: Gulim,9 ,-1,5,50,0,0,0,0,0
I initially investigated dynamically changing the font when
the UI language is English, but this was getting quite messy
Qt6 makes changes to default font in some situations, so this
PR is being narrowed in scope to only effect Chinese font choices.
This change only effects rendering of Latin/Cyrillic characters.
Recent versions of Docker appear to cause the Qt linuxdeploy plugin to
throw a boost file copy error.
This switches from linuxdeploy to a script of mine I've been working on
for a while.
The display vsync event can only be retrieved once per display. Returns VI::ResultPermissionDenied if we attempt to retrieve the vsync event for the same display.
Prevents games such as .hack//G.U. Last Recode from consuming all the handles in the handle table by spamming vsync event retrievals and allows it to go in game.
This function is only ever called with unsigned types, and all of the
other interface functions take session_id as a u32, so this makes the
class a little more consistent.
The current AppRun is more difficult to update. This script still
uses the old version of AppImageKit-checkrt, but now we use the shell
script version so we can set our own environment variables as the
application starts up.
This specific version searches for and sets the correct root CA file to
prevent SSL errors in yuzu.
The startup check apparently confuses other programs when yuzu launches
2 processes and then quickly closes one of them. Though this isn't
really our issues it's also not a big deal for me to add an option to
work around that issue.
Helps if you have multiple build folders. There are other, dark ways to
hide extra build folders from git, but this is better.
See: https://github.com/citra-emu/citra/pull/6130
Given the issues with GPU accelerated ASTC decoding with NVIDIA's latest drivers, parallelize astc decoding on the CPU.
Uses half the available threads in the system for astc decoding.
colorful theme has been default theme for awhile. having colorful theme
try and grab icons from other theme doesn't work on Linux.
Also adding two additional icons, info is to hint to the user that they
should hit verify after pasting in a token, sync is to show that the
verification is occurring.
These are used as read-only arrays, so we can make the data read-only
and available at compile-time.
Now constructing an AudioDevice no longer needs to initialize some
tables
... mebedtls' base64 routine has a strange behavioral issue where if the
input is invalid, it will not report it as invalid, but rather returning
a bunch of garbage data. This new round-tripping padding method should
eliminate such issue.
Doesn't appear to effect anything regular, but in both Linux and Windows
builds it looks like our project has all the libraries available for
linking. If this feature is turned off, there is only one thing that
quit working, when linking yuzu-room it couldn't find a function called
mbedtls_base64_decode
mbedtls is split into three libraries for some reason:
mbedtls
mbedx509
mbedcrypto
mbedtls_base64_decode is in mbedcrypto
Uses fmt::print as opposed to std::fprintf. Adds a missing return.
static's a single-use function. Initializes structs as opposed to
std::memset where possible. Fixes CMake linkage.
Co-authored-by: Lioncash <mathew1800@gmail.com>
mini_dump: Use a namespace
Co-authored-by: Lioncash <mathew1800@gmail.com>
Configuration -> General -> Debug is getting a bit crowded.
yzct12345 submit this originally, so I'm tagging them as a co-author.
The original #6714 also modifies the Controls -> Player N sections,
but it looks like more work is needed to make the current area scrollable.
Co-authored-by: yzct12345 <87620833+yzct12345@users.noreply.github.com>
Some header files, specifically for OSX and Musl libc define PAGE_SIZE to be a number
This is great except in yuzu we're using PAGE_SIZE as a variable
Specific example
`static constexpr u64 PAGE_SIZE = u64(1) << PAGE_BITS;`
PAGE_SIZE PAGE_BITS PAGE_MASK are all similar variables.
Simply deleted the underscores, and then added YUZU_ prefix
Might be worth noting that there are multiple uses in different classes/namespaces
This list may not be exhaustive
Core::Memory 12 bits (4096)
QueryCacheBase 12 bits
ShaderCache 14 bits (16384)
TextureCache 20 bits (1048576, or 1MB)
Fixes#8779
Previously, accessing the room_network when it was already freed would crash the emulator on shutdown.
Co-Authored-By: Narr the Reg <5944268+german77@users.noreply.github.com>
I've seen some comments stating that sharing pre-compiled packages
of yuzu is problematic for linux distributions due to some contents
having license of CC BY-ND 3.0
Better licensed sources of icons have been found for most cases,
see the changes to the .reuse/dep5 file for details.
Placeholders for connected/disconnected icons
At the time of writing I consider these icons to be placeholders,
hence three copies. colorful is grey, default is black, qdarkstyle is white
connected is gnome/16x16/network-idle.png with no changes
connected_notification is gnome/16x16/network-error.png with changes
disconnected is gnome/16x16/network-offline.png with changes
Looking at licenses: GNOME icon theme is distributed under the terms of either
GNU LGPL v.3 or Creative Commons BY-SA 3.0 license.
Debian appears to explicitly state they're licensing under
Creative Commons Attribution-Share Alike 3.0
From a tarball at the following link suggests we can just attribute GNOME Project
https://download.gnome.org/sources/gnome-icon-theme/
When attributing the artwork, using "GNOME Project" is enough.
Please link to http://www.gnome.org where available.
CC-BY-SA-3.0.txt from https://creativecommons.org/licenses/by-sa/3.0/legalcode.txt
make about dialog a bit taller for full message on more systems
for direct_connect.ui hedging bets here, there is a text field for port
number that possibly shouldn't be translated, marking as such, but also
adding a translation note for the event that it makes sense to translate
the placeholder text to something other than the default multiplayer
direct connect port.
Instead of including yuzu and all the sources it uses directly, include
only what specifically belongs to yuzu. Submodules can be downloaded
separately later using git since a shallow clone includes minimally all
the repository information needed for it.
* Controller bugfixes in profile select, closes#8265
2 fixes for using a controller in profile select dialog.
Pressing 'B' cancels the launch of the game
Using controller to select a profile now correctly sets the index to use for the launch
* Added brackets to if statements as requested.
yuzu's default theme doesn't specify everything, which is fine for
windows, but in linux anything unspecified is set to the users theme.
Symptoms of this are that a linux user with a dark theme won't think
to change the theme to a dark theme when first using yuzu
Idea here is to try and support arbitrary themes on linux.
preliminary work on a "default_dark" theme, used only as overlay
for any themes that are measured to be dark mode.
Other work done:
FreeDesktop standard icon names:
plus -> list-add
delete refresh, we use view-refresh
remove duplicated icons for qdarkstyle_midnight_blue
referencing icon aliases in the qrc files is the way to go
Note:
Dynamic style changing doesn't appear to work with AppImage
When windows is told to display Standard digits as suzhou, it is showing
incorrect information in yuzu, file sizes and the CPU speed limiter are
effected by this. See #8698 for some screenshots.
Setting number format to Chinese (Simplified, Hong Kong SAR) is one
way to see this issue in action.
Fixes#8698
The Early Access AppImage needs to be accessible through liftinstall, so
a couple modifications need to made:
The DIR_NAME needs to not include the revision info.
The EA AppImage name cannot contain revision info.
The EA AppImage has to be packaged with the rest of the yuzu package,
which means both binaries and the source are bundled with it now in an
archive.
In addition, fix the source archive so yuzu can actually be built from
it.
upload: Copy AppImage to both mainline and EA release package
Turns out that for Qt to properly handle plurals in English a
translation needs to be provided, otherwise the user is left with
messages such as "Building: 2 shader(s)"
Plurals for other all other languages are handled on transifex.
I wrote the README.md to just refer to it as a translation
collaboration site just in case we ever switch.
These translations being out of date won't pose any technical problems
so I believe it is fine to handle them manually on a "best effort"
basis.
The files are generated into the source directory so that the
relative filenames are correct. The generated file is added to
.gitignore
With this patch I've deleted a few find modules that are now unused
since the vcpkg transition, as the CMake code now forces CONFIG mode for
Catch2, fmt and nlohmann_json.
I've then simplified the lz4, opus, and zstd modules by exclusively
using pkg-config. They were using it already, but were ignoring the
result. Also, I believe that manually looking for libraries was required
for Conan to work, and it is thus not needed anymore.
Lastly, I believe that there is no platform that ships these system libs
without pkg-config/pkgconf, so requiring it should be fine.
vcpkg: Add Catch2 2.13.9
Catch2 >= 3.0 is not compatible with earlier versions, and for now we
must override the desired version in our vcpkg manifest. We can do this
programmatically by using VCPKG_MANIFEST_FEATURES.
CMakeLists: Search for lz4 CONFIG mode first
vcpkg's lz4 CONFIG cmake script works in Release mode but not in Debug
mode, failing to copy the correct DLLs at compile time.
We still need to search for the regular mode for system-installed
versions.
CMakeLists: Clean up boost exports
Remove some Conan-specific workarounds.
CMakeLists: Use vcpkg for MSVC by default
Not enabling it generally since it's much easier to have system
dependencies installed for Linux and MinGW.
As mentioned in the previous commit, `reuse lint` can be used to ensure
that copyright information is always present and up to date.
This adds a GitHub Action that does just that, using the official
fsfe/reuse-action
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75
With our recent switchover from conan to vcpkg, we're shipping a few
more dll files, these need to be in the full zip.
cp .\build\bin\*.dll .\artifacts\
also tacking on the fix where we're shipping scm_rev.cpp accidentally
There was a bug where, when using the numeric keyboard, moving between buttons resulted in an infinite loop, resulting in a stuck state.
This was due to prev_button being the only one enabled in that row or column, causing the condition in the while loop to always be true.
To fix this, detect whether we have returned to that initial row/column and break out of the loop.
The slim docker container that runs transifex needs a few packages added
in, curl zip unzip
I've tested everything except actually pushing to transifex, but it's
not November 2022 yet so we're fine for now. Or we're actually using the
newer client and all is well.
This is related to 8486
Ninja places the exe files into .\build\bin while MSBuild may place them
into .\build\bin\Release
upload.ps1 was originally written for use with Azure Dev Ops to cough up
about 5 files and the script appears to be used for both CI and
mainline builds
GHA (GitHub Actions) makes available a single zip of the items uploaded by
each Upload action (artifacts directory), so we want to work with that.
I'm doing changes to upload.ps1 to accomplish this.
The changes to the verify.yml are as follows
-DGIT_BRANCH=pr-verify changes the header in yuzu, instead of saying
HEAD-<hash>-dirty it'll say pr-verify-<hash>
-DCLANG_FORMAT_SUFFIX=discordplzdontclang tricks the CMake stuff for
discord-rpc to NOT run clang-format, as this was marking CI builds as
dirty
I'm also making it upload just the exe by itself, as the msvc builds are
quite chunky. but maybe this is unnecessary.
Currently the MSVC artifact option is a 274MB zip that contains 3 copies
of the DLLs, and 4 copies of the source tarball, and zero copies of yuzu.exe
This PR should have msvc artifacts of about 190MB that downloads as 81 MB zip
Variables in question:
AZURECIREPO TITLEBARFORMATIDLE TITLEBARFORMATRUNNING DISPLAYVERSION
CMakeModules/GenerateSCMRev.cmake has some logic that looks at BUILD_REPOSITORY variable inside CMake
src/common/CMakeLists.txt has some logic that takes some items from environment variables and
sets variables inside CMake
This is the whole section at the moment.
if (DEFINED ENV{AZURECIREPO})
set(BUILD_REPOSITORY $ENV{AZURECIREPO})
endif()
if (DEFINED ENV{TITLEBARFORMATIDLE})
set(TITLE_BAR_FORMAT_IDLE $ENV{TITLEBARFORMATIDLE})
endif ()
if (DEFINED ENV{TITLEBARFORMATRUNNING})
set(TITLE_BAR_FORMAT_RUNNING $ENV{TITLEBARFORMATRUNNING})
endif ()
if (DEFINED ENV{DISPLAYVERSION})
set(DISPLAY_VERSION $ENV{DISPLAYVERSION})
endif ()
Between packages breaking, Conan always being a moving target for
minimum required CMake support, and now their moves to Conan 2.0 causing
existing packages to break, I suppose this was a long time coming. vcpkg
isn't without its drawbacks, but at the moment it seems easier on the
project to use for external packages.
Mostly removes the logic for Conan from the root CMakeLists file,
leaving basic find_package()'s in its place. Sets only the
find_package()'s that require CONFIG mode as necessary. clang and linux
CI now use the vcpkg toolchain file configured in the Docker container
when possible.
mingw CI turns off YUZU_TESTS because there's no way on the container to
run Windows executables on a Linux host anyway, and it's not easy to get
Catch2 there.
prerelease-2.23.1 appears to have issues on the SteamDeck with external
controllers. Revert to 2.0.20 for now (and as opposed to using
prerelease-2.0.19 like before.)
- Avoids new GCC 12 warnings when Type is of form std::optional<T>
- Makes more sense this way, because ranged is not a property which would change over time
Button inputs were broken as button was assumed to be the bit position of NpadButton prior to the input rewrite. Since this was changed to use NpadButton directly, we should count the number of trailing zeros to determine the bit position.
Currently to access the SP register, RegRead and RegWrite rely on a
out-of-bounds array access to reach the next element in a struct. As
of writing only git versions of GCC catch this error.
Specify the SP register when we want to access it in these functions.
The latest git version of GCC has issues with my diamond inheritance
shenanigans. Since that's now two compilers that don't like it I thought
it'd be best to just axe all of it and just have the two templates like
before.
This rolls the features of BasicRangedSetting into BasicSetting, and
likewise RangedSetting into Setting. It also renames them from
BasicSetting and Setting to Setting and SwitchableSetting respectively.
Now longer name corresponds to more complex thing.
In testing future versions of Qt I forgot to compile with `YUZU_USE_QT_WEB_ENGINE`, so with that flag enabled there are two issues that cropped up.
1. yuzu currently uses setRequestInterceptor, added in Qt 5.6, deprecated in 5.13 with this explaination at https://doc.qt.io/qt-5/qwebengineprofile-obsolete.html
Interceptors installed with this method will call QWebEngineUrlRequestInterceptor::interceptRequest on the I/O thread. Therefore the user has to provide thread-safe interaction with the other user classes. For a duration of this call ui thread is blocked. Use setUrlRequestInterceptor instead.
2. QWebEngineSettings::globalSettings() pointer no longer exists in later versions of Qt
From what I can tell, QtNXWebEngineView doesn't need to set these globally,
when we make changes to settings(), QtWebEngineView::page() creates the page
object if it doesn't exist yet. I don't see the page object being destroyed
or otherwise replaced, except via destroying the QtNXWebEngineView object.
The globalSettings() make sense if Pages or Views objects are being
created outside of yuzu's control.
To test this I've compared what BrowseNX and Odyssey's Action guide do in mainline 1049 and this PR.
For now we're going to go up the chain to QWebEngineProfile::defaultProfile()->settings()
Uses the MinGWClangCross toolchain script to build yuzu. Disables our
bundled SDL2 to use the system ones that have been modified to not use
`-mwindows`. Also set's `-e` to stop the script on an error (as opposed
to packaging nothing).
Uses LLVM's linker for linking yuzu. Adds -femulated-tls due to a
libstdc++ incompatibility between GCC and Clang in vulkan_common.
Because logging infrastructure initializes before the loading of the
config, it reads the default setting for log_filter and ignores the one
set in config. To change log_filter after logging initialization some
additional calls need to be made.
Currently this just stops all the emulation
This works under assumption that only application will try to use
ExitProcess, with services not touching it
If application exits - it quite makes sense to end the emulation
While this is the primary change, we also:
- Remove the mpsc namespace and rename Queue to MPSCQueue
- Make Slot a private struct within MPSCQueue
- Remove the AlignedAllocator template argument, as we use std::allocator
- Replace instances of mask + 1 with capacity, and mask + 2 with capacity + 1
According to the standard, a narrowing conversion is an implicit conversion from an integer or unscoped enumeration type to an integer type that cannot represent all the values of the original type, except when the value is a literal or constant expression.
MSVC, unlike GCC or Clang, determines this to be a narrowing conversion despite the enumeration exclusively containing values that fit within the range of a 32 bit integer, emitting a warning since designated initializers prohibit narrowing conversions.
To solve this, explicitly cast to the type we are initializing.
This seems to be unsupported in newer libstdc++ versions due to
Flow::Block's base class being a non-literal type. It's not clear to me
why this was permitted in earlier versions.
Removing this as we don't enforce unused parameter warnings elsewhere in the project, and explicitly specify -Wno-unused-parameter in the main CMakeLists.
Now that the entire project is free of variable shadowing, we can enforce this as a compile time error to prevent any further introduction of this logic bug.
GCC/Clang treats variables within lambdas as potentially shadowing those outside the lambda, despite them not being captured inside the lambda's capture list.
This is the "Double-click to add a new folder to the game list" message
that shows up when users first launch yuzu and is most likely never seen
again. Previously this message was not re-translated.
Idea works as follows, while going fullscreen we compare the current window geometry with
available screens and ask for an intersection rectangle, we go fullscreen where most of
the window is located
GuessCurrentScreen could also potentially be used to see which screen
the window is on for dynamic DPI handling
For people not used to the Yuzu UI it's not always clear if the emulated
console is docked or not. The other items update their text when clicked,
this PR brings the DOCK button in line with this.
DOCK -> DOCKED or HANDHELD
Sometimes when yuzu crashes, it restarts with the games list in fullscreen,
which would be fine, except there isn't an easy way to exit this.
It also doesn't occur often enough for qt-config.ini files to be in good supply.
UILayout\geometry value in qt-config.ini is the culprit,
at least for the one provided.
Proposed fix is to simply check isFullScreen when yuzu is starting up,
and take it out of full screen immediately
This does a few things in order to make the default setting Vulkan
workable.
- When yuzu boots, it just opens the Vulkan library.
- If it works, all good and we continue with Vulkan as the default.
- If something breaks, a new file in the config directory will be left
behind (this is deleted normally).
- If Vulkan is not working, has_broken_vulkan is set to true.
- The first time this happens, a warning is displayed to notify the
user.
- This forces use of OpenGL, and Vulkan cannot be selected.
- The Shader Backend selector is made accessible for use in custom
configurations.
- To disable has_broken_vulkan, the user needs to press a button in
Graphics Configuration to manually run the Vulkan device
enumeration.
Two reasons for this:
1. Out of 7 connections, 6 are in ConfigureMotionTouch::ConnectEvents,
this is the outlier.
2. Qt6 doesn't moc the connection properly
There was some discussion about updating to Qt6 and I figured I would
work on some smaller parts. For Windows platform the WinMain function has moved
from the Qt5::WinMain to a new one called Qt6::EntryPointPrivate
Also Qt5 supports versionless CMake targets
https://www.qt.io/blog/versionless-cmake-targets-qt-5.15
These other changes in this commit are to support Qt6, but in ways that don't mess with Qt5.
src/yuzu/bootmanager.cpp: Qt6 complains about not being able to know to use QPoint or QPointF, picking QPoint
src/yuzu/bootmanager.h: Qt6 prefers that QStringList.h be included rather than an empty class definition
src/yuzu/configuration/configure_system.cpp: toULongLong intends to return unsigned 64 bit integer, but
Settings::values.rng_seed is only 32 bits wide
src/yuzu/game_list.cpp: Qt6 returns a different datatype for QStringList.length than Qt5,
it used to be int, but in Qt6 its now qsizetype
src/yuzu/loading_screen.cpp: Qt5's for QStyleOption.init say to switch to initFrom.
The QStyleOption.init doesn't exist in Qt6
src/yuzu/main.cpp: Another QPointer and QStringList.size, lets standardize on size()
Qt5 and Qt6 don't really do a good job of reporting Windows versions past the 2004 version.
Current: Windows 10 Version 2009
This Patch: Windows 10 Version 21H1 (Build 19043.1706)
Also: Windows 11 Version 21H2 (Build 22000.675)
Fixes: #8362
-mwindows doesn't work with Clang. tpoechtrager/wclang resolves this by
just using MinGW-GCC to link the executable, however this prevents us
from using LLVM-exclusive tools when building yuzu.
Solution is to send the linker argument we need from -mwindows directly
to the linker.
From https://gcc-help.gcc.gnu.narkive.com/FogklN5J/gcc-wl-subsystem-windows-mwindows-options
Clang (rightfully) warns that we are checking for the existence of
pointer to something just allocated on the stack, which is always true.
Instead, check whether GetModuleFileNameW failed.
Co-authored-by: Mai M <mathew1800@gmail.com>
A bug occurs in yuzu when VK_KHR_workgroup_memory_explicit_layout is
available but 16-bit integers are not supported in the host driver.
Disable usage of the extension when this case arises.
Recent AMD Vulkan drivers (22.5.2 or 2.0.226 for specifically Vulkan)
have a broken VK_KHR_push_descriptor implementation that causes a crash
in yuzu. Disable it for the time being.
Another request from GillianMC.
The translated strings have been placed in a separate "Hotkeys" context as an alternative
to having to add the tr function to the Config class, or adding them to ConfigureHotkeys
context which is quite long. The English strings get attached to the items in the Action
column as "data", and are used for RetranslateUI and saving the hotkey configuration.
The Icon was renamed in #8283 for Linux builds, and the fix proposed in #8312 would in turn break
the icon for Windows users.
I've decided to fix the aboutdialog.ui file via qtcreator.
I'm not sure its important to have the yuzu icon inside the About dialog grabbed from the local Qt theme,
but I've reword how the code works for that, and we can just delete those lines.
I've also thrown the yuzu.png through pngcrush to remove this warning
libpng warning: iCCP: known incorrect sRGB profile
Credit to abouvier for bringing bug up.
Qt's QString::toStdU16String doesn't work when compiling against the
latest libstdc++, at least when using Clang. This function effectively
does the same thing as the aforementioned one.
Ensures that we're using the fmt version of format_to.
These are also the only three outliers. All of the other formatters we
have are properly qualified.
A ResultRange defines an inclusive range of error descriptions within an error module.
This can be used to check whether the description of a given ResultCode falls within the range.
The conversion function returns a ResultCode with its description set to description_start.
Looks like it was just missed when it was added, as currently the Network Tab only has one item
RetranslateUI is used more commonly throughout the project
The Custom RTC widget is under the influence of the computers System Locale.
The format strings are not necessarily related. As a small example, setting the Windows Language to Dansk, and then trying to use yuzu in English the requested AM/PM indicator is simply not shown
The display format for the Custom RTC field needs to be removed from src/yuzu/configuration/configure_system.ui
modifying the display format needs to be moved to src/yuzu/configuration/configure_system.cpp
The AppStream file is mostly copied from the one already used by the
Flatpak yuzu build:
62fc225acf/org.yuzu_emu.yuzu.metainfo.xml
As it already defines the application id as org.yuzu_emu.yuzu I renamed
the yuzu.desktop and yuzu.xml files so that they match.
I've also made some minor tweaks to it, like fixing the capitalization
of "yuzu", adding a few keys and sorting them as presented in the
documentation.
Lastly, I added PrefersNonDefaultGPU=true to the .desktop file so that
yuzu is launched with the dedicated graphics card on Linux.
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
The premise behind ad55faaa3 was due to an issue between Conan's
libiconv package and compiling SDL2 from our externals. Since none of
our Conan externals require libiconv any longer, though, we can remove
downloading our own Boost package and just rely on Conan again.
Additionally, removing CONFIG from the find_package(boost) call fixes
issues with finding Boost on Fedora and MSYS2, which was the main
motivation for this.
Also, remove QUIET since if something goes wrong finding Boost, this
makes it harder to tell what went wrong.
QObject ends up being its own translation context. But this works in our
favor. GetButtonName and GetDirectionName will share one translation the
directions such as "Left" "Right" and the ConfigureInputPlayer context
will contain translations that show up in the form, in places that aren't
those buttons.
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
src/core/hle/service/sockets/sfdnsres.cpp: In function 'Service::Sockets::NetDbError Service::Sockets::AddrInfoErrorToNetDbError(s32)':
src/core/hle/service/sockets/sfdnsres.cpp:66:10: error: 'EAI_NODATA' was not declared in this scope; did you mean 'EAI_NONAME'?
66 | case EAI_NODATA:
| ^~~~~~~~~~
| EAI_NONAME
src/core/hle/service/sockets/sfdnsres.cpp: In function 'std::vector<unsigned char> Service::Sockets::SerializeAddrInfo(const addrinfo*, s32, std::string_view)':
src/core/hle/service/sockets/sfdnsres.cpp:127:53: error: 'sockaddr_in' does not name a type; did you mean 'SockAddrIn'?
127 | const auto addr = *reinterpret_cast<sockaddr_in*>(current->ai_addr);
| ^~~~~~~~~~~
| SockAddrIn
src/core/hle/service/sockets/sfdnsres.cpp:127:64: error: expected '>' before '*' token
127 | const auto addr = *reinterpret_cast<sockaddr_in*>(current->ai_addr);
| ^
src/core/hle/service/sockets/sfdnsres.cpp:127:64: error: expected '(' before '*' token
127 | const auto addr = *reinterpret_cast<sockaddr_in*>(current->ai_addr);
| ^
| (
src/core/hle/service/sockets/sfdnsres.cpp:127:65: error: expected primary-expression before '>' token
127 | const auto addr = *reinterpret_cast<sockaddr_in*>(current->ai_addr);
| ^
src/core/hle/service/sockets/sfdnsres.cpp:127:84: error: expected ')' before ';' token
127 | const auto addr = *reinterpret_cast<sockaddr_in*>(current->ai_addr);
| ^
| )
src/core/hle/service/sockets/sfdnsres.cpp:148:53: error: 'sockaddr_in6' does not name a type; did you mean 'SockAddrIn6'?
148 | const auto addr = *reinterpret_cast<sockaddr_in6*>(current->ai_addr);
| ^~~~~~~~~~~~
| SockAddrIn6
src/core/hle/service/sockets/sfdnsres.cpp:148:65: error: expected '>' before '*' token
148 | const auto addr = *reinterpret_cast<sockaddr_in6*>(current->ai_addr);
| ^
src/core/hle/service/sockets/sfdnsres.cpp:148:65: error: expected '(' before '*' token
148 | const auto addr = *reinterpret_cast<sockaddr_in6*>(current->ai_addr);
| ^
| (
src/core/hle/service/sockets/sfdnsres.cpp:148:66: error: expected primary-expression before '>' token
148 | const auto addr = *reinterpret_cast<sockaddr_in6*>(current->ai_addr);
| ^
src/core/hle/service/sockets/sfdnsres.cpp:148:85: error: expected ')' before ';' token
148 | const auto addr = *reinterpret_cast<sockaddr_in6*>(current->ai_addr);
| ^
| )
Long story short, QT doesn't allow the link colors to be set via their stylesheets.
There are two ways to work with this, specify the color manually for every link (See the About dialog) The other way is to change the default palette.
IsDarkTheme is copy/pasted from src/yuzu/debugger/wait_tree.cpp
`return distribution(gen)` is a data race between a read and a write in
two threads, reported by TSan. Remove static random number generators so
they aren't using the same generator.
TSan reported a race between thread 36 and thread 34, a read at :225 and
a write at :225 respectively. Make total_proces_running_time_ticks
atomic to avoid this race.
TSan reports a race between the main thread and T37 during
IsLockedByCurrentThread and when it's set at the end of Lock(),
respectively. Set owner_thread to an atomic pointer to fix it.
Co-authored-by: bunnei <bunneidev@gmail.com>
gpu.TickWork() may lock the texture_cache and buffer_cache mutexes, which are owned by the thread prior to invoking TickWork().
Defer invoking gpu.TickWork() until the scope ends, where the owned mutexes are released.
For whatever reason, nca_file/dir can be nullptr in the list of files/dirs. I have not determined the cause of this yet, so add a nullptr check for these prior to dereferencing them.
Explicitly specifying an install destination is not needed anymore since
CMake 3.14.
By removing the hardcoded ${CMAKE_INSTALL_PREFIX}/bin it is also now
possible to override the install destination via the command line. For
example, you can now install yuzu to /usr/games with
-DCMAKE_INSTALL_BINDIR=games
I thought I removed the double-asterisks in
db637b5a4c but I am apparently mistaken.
This corrects that.
While we're at it, capitalize `All` in the previous setting.
Since the CalcArg struct has been updated with a new size and fields, we have to split the initialization of the keyboard into multiple functions.
This also adds support for parsing the new CalcArg struct used by updated versions of Monster Hunter Rise.
This also enables proper support for MiiEdit applets which are used in games with firmware versions prior to 10.2.0 by handling the 2 different versions of applet inputs and outputs.
It was reported that this method causes crashes on certain Linux decoding backends, hence the check to avoid it.
This subsequently caused Windows GPU decoders to never be selected and always fall back to CPU decoding, disable the check on Windows for now.
* Implements hardware acceleration for SHA256 instructions.
* Adds SHA256 instructions introduced in ARMv8 to A32 frontend.
* Implements polyfill for processors that do not support hardware
accelerated SHA instructions.
The web applet causes multiple issues with the rest of the application.
Disable it by default and add a debug option to re-enable it until a
proper solution can be found.
Adds an option `-c` or `--config` with one required argument that allows
the user to specify to where the config file is located. Useful for
scripts that run specific games with different preferences for settings.
- Refreshes our slab initialization code to latest known behavior.
- Moves all guest kernel slabs into emulated device memory.
- Adds KThreadLocalPage and KPageBuffer, which we will use for accurate TLS management.
This makes constant buffer uploads safer and more accurate by updating the GPU memory as soon as the CB Data method is invoked. The previous implementation was deferring the updates until a different maxwell 3d method was detected, then writing all CB data at once.
ImageFetch offsets for 2D array coordinates have a different composite size than the coordinates. The rescaling pass was not taking this into account.
Fixes broken shaders when scaling is enabled in Astral Chain, and likely other titles.
Adds detection of additional CPU flags to cpu_detect and additions to telemetry output.
This is not exhaustive but guided by features that [dynarmic utilizes](bcfe377aaa/src/dynarmic/backend/x64/host_feature.h (L12-L33)) as well as features that are currently utilized but not reported to telemetry(invariant_tsc). This is intended to guide future optimizations.
AVX512 in particular is broken up into its individual subsets and some other processor features such as [sha](https://en.wikipedia.org/wiki/Intel_SHA_extensions) and [gfni](https://en.wikipedia.org/wiki/AVX-512#GFNI) are added to have some forward-facing data-points.
What used to be a single `CPU_Extension_x64_AVX512` telemetry field
is also broken up into individual `CPU_Extension_x64_AVX512{F,VL,CD,...}` fields.
Set the zero-enum value to Unknown
Move the Manufacterer enum into the CPUCaps structure namespace
Add "ParseManufacturer" utility-function
Fix cpu/brand string buffer sizes(!)
- Instead of randomization, choose in-order addresses for where to map NROs into memory.
- This results in predictable behavior when debugging and consistent behavior when reproducing issues.
Thanks to @asLody for optimizing this function. This raised the focus that this function should be optimized more.
The current table assumes that the host GPU is able to invert for free, so only AND,OR,XOR are accumulated in the performance metrik.
Performance results:
Instructions
0: 8
1: 30
2: 114
3: 80
4: 24
Latency
0: 8
1: 30
2: 194
3: 24
- This makes these functions more accurate to the real HOS implementations.
- Fixes memory access issues in Super Smash Bros. Ultimate that occur when un/mapping NROs.
When CreateRenderer fails, the GraphicsContext that was std::move'd into
it is destroyed before the Scoped that was created to manage its
currency. In that case, the GraphicsContext::Scoped will still call its
destructor at the ending of the function. And because the context is
destroyed, the Scoped will cause a crash as it attempts to call a
destroyed object's DoneCurrent function.
Since we know when the call would be invalid, call the Scoped's Cancel
method. This prevents it from calling a method on a destroyed object.
If a GraphicsContext is destroyed before its Scoped is destroyed, this
causes a crash as the Scoped tries to call a method in the destroyed
context on exit.
Add a way to Cancel the call when we know that calling the
GraphicsContext will not work.
When CreateGPU fails, yuzu would try and shutdown the GPU instance
regardless of whether any instance was actually created.
Check for nullptr before calling its methods to prevent a crash.
* gl_graphics_pipeline: Improve shader builder synchronization
Make use of GLsync objects to ensure better synchronization between shader builder threads and the main context
* gl_graphics_pipeline: Make built_fence access threadsafe
* gl_graphics_pipeline: Use GLsync objects only when building in parallel
* gl_graphics_pipeline: Replace GetSync calls with non-blocking waits
The spec states that a ClientWait on a Fence object ensures the changes propagate to the calling context
It is possible for virtual_offset to not be 0 when the iterator is at the beginning, and thus, std::prev(it) may be evaluated, leading to a crash in debug mode.
Co-Authored-By: Fernando S. <1731197+FernandoS27@users.noreply.github.com>
- Updates the KMemoryManager implementation against latest documentation.
- Reworks KMemoryLayout to be accessed throughout the kernel.
- Fixes an issue with pool sizes being incorrectly reported.
Was getting an unhandled `invalid_argument` [exception](https://en.cppreference.com/w/cpp/thread/thread/join) during
shutdown on my linux machine. This removes the need for a `StopBackendThread` function entirely since `jthread`
[automatically handles both checking if the thread is joinable and stopping the token before attempting to join](https://en.cppreference.com/w/cpp/thread/jthread/~jthread) in the case that `StartBackendThread` was never called.
Per the spec, bufSize is the number of integers that will be written, in this case, 1.
Also, the length argument is optional if the information of the number of elements written is not needed.
Inlines implementation of exclusive instructions into JITted code,
improving performance of applications relying heavily on these
instructions.
We also fastmem these instructions for additional speed, with
support for appropriate recompilation on fastmem failure.
An unsafe optimization to disable the intercore global_monitor is also
provided, should one wish to rely solely on cmpxchg semantics for
safety.
See also: merryhime/dynarmic#664
RDNA2 devices running under the RADV driver were crashing when VK_EXT_vertex_input_dynamic_state was enabled.
Blacklisting these devices until a proper fix is established.
Addresses https://github.com/yuzu-emu/yuzu/issues/7881 to fix linux
builds.
`YUZU_NON_COPYABLE` deletes the `T(const T&)` constructor which will
cause the implicitly defined default ctor/dtor to no-longer generate.
These functions allow to construct a string view from an input buffer, avoiding the copy done by the non string view counterparts. However, callers must be cognizant of the viewed buffer's lifetime to avoid a use-after-free.
Avoids a reference binding to a misaligned addresses. Unpacking one
requires unpacking the other, otherwise there'll be a misaligned address
on the leftover one.
Update CURRENT_PROCESS_REVISION from REV9 to REVA.
Used by Nintendo Entertainment System - Nintendo Switch Online 6.0.0 and
Super Nintendo Entertainment System - Nintendo Switch Online 3.0.0.
The string constructor of UUID states:
Should the input string not meet the above requirements, an assert will be triggered and an invalid UUID is set instead.
This warning is triggered by GCC when copying into non-trivially default constructible types, as it uses the more restrictive std::is_trivial (which includes std::is_trivially_default_constructible) to determine whether memcpy is safe instead of std::is_trivially_copyable.
This is a fixed and revised implementation of UUID that uses an array of bytes as its internal representation of a UUID instead of a u128 (which was an array of 2 u64s).
In addition to this, the generation of RFC 4122 Version 4 compliant UUIDs is also implemented.
Motion inputs were not being read in by the config when yuzu-cmd boots
up. This adds support for those.
While we're at it, make a reference to the current player controls to
improve readability. Also updates the if statements in the Analog and
Button loops with curly braces to keep the style consistent.
For unknown reasons, this flag may persist after the application has been closed.
Removing this flag when restoring the UI state ensures that a frameless window will not be shown on startup.
Since these were being copied by value, none of the changes applied in
the loop would be reflected.
However, from the looks of it, this would already be applied within
CopyImage() anyways, so this can be removed.
This allows for better compiler errors, where the compiler will state a
copy or move couldn't occur due to the relevant function being deleted.
Previously a compiler would warn about the relevant function not being
accessible (which, while true, isn't as informative as it could be).
In addition to requiring nanosecond precision, using the native clock requires that the hardware TSC has a precision greater than the emulated CPU and its clock counter.
Some drivers do not support 64-bit atomics, and fallback to atomically modifying U32x2 vectors. This change ensures that U32x2 storage vectors are defined in the spir-v shader when 64-bit atomics are used.
Fixes a hang on some devices, notably Intel GPUs, when booting Pokemon Legends Arceus
The existing stream buffer optimization accounts for size increases at the end of the allocated buffer.
This adds the same optimization, increasing the size from the beginning of the buffer as well to reduce buffer allocations when expanding the same buffer from the left.
- Previously, it was possible for a thread migration to occur from core A to core B.
- Next, core B waits on a guest lock that must be released by a thread queued for core A.
- Meanwhile, core A is still waiting on the core B's current thread lock - resulting in a deadlock.
- Fix this by try-locking the thread lock.
- Fixes softlocks in FF8 and Pokemon Legends Arceus.
Given it's intended to be an internal implementation class, we can move
it into the cpp file to ensure that.
This also lets us move some header dependencies into the cpp file as
well.
On OSes with system-wide theming this allows yuzu to follow system style, regardless of its exact coloration, working well with both light and dark system themes. Dark /Colorful, on the other hand, forces dark theme regardless of user preferences set in system settings, making for a poor default.
Use Colorful variation to keep in line with icon style of patron-voted Dark Colorful.
Since we don't currently support CPU overclocking within the emulated system, this can be stubbed for now, like APM IsCpuOverclockEnabled.
- Used by Gravity Rider Zero
- Considering is_thread_waiting is never set, so we can remove IsThreadWaiting.
- KThread::EndWait will take the scheduler lock, so we can remove the redundant lock.
The new Nvidia drivers have a bug where the FastReplicateTo6 function produces a lookup into the REPLICATE_TO_8 table rather than the REPLICATE_TO_6 table.
This seems to be an optimization gone wrong. Combining the logic of the FastReplicate functions seems to address the bug.
- This is used to terminate a thread asynchronously after it has been exited.
- This fixes a crash that can occur in Pokemon Sword/Shield because a thread is incorrectly closed on svcExitThread, then, the thread is destroyed on svcCloseHandle while it is still scheduled.
- Instead, we now wait for the thread to no longer be scheduled on all cores before destroying it from KWorkerTaskManager, which is accurate to HOS behavior.
- PR #7699 attempted to fix CreateServiceThread and ReleaseServiceThread to be thread safe, but inadvertently introduced a possible dead-lock.
- With this PR, we use a worker thread to manage the service thread list, allowing it only to be accessed by a single thread, and guaranteeing threads will not destroy themselves.
- Fixes a rare crash in Pokemon Sword/Shield, I've now run this game for ~12 hours non-stop and am quite confident this is a good solution for this issue.
With the current settings 2p mode in pokemon let's go wasn't showing up. By making the shake more violent we can make it appear without any effort using the keyboard
- CreateServiceThread and ReleaseServiceThread can be accessed by different threads, uses a lock to make this thread safe.
- Fixes a rare crash in Pokemon Sword/Shield that can occur when a new service thread is being created while an old one is being destroyed.
Motion stops working in Mario Tennis in swing mode if the update rate is too fast even when HW it updates at the same speed. 10ms it's the minimum period that the game needs to start working again.
Changes tab initialization to happen after the configuration is loaded,
which means that it no longer happens as member initializers in the
ConfigurePerGame constructor. Removes the cluster of
??_tab->SetConfiguration's that I added earlier to get around this issue
initially.
Fixes a regression in #6774
some drivers have a bug bitwise converting floating point cbuf values to uint variables. This adds a workaround for these drivers to make all cbufs uint and convert to floating point as needed.
The vulkan ImageView held a reference to its source image for rescale status checking. This pointer is sometimes invalidated when the texture cache slot_images container is resized.
To avoid an invalid pointer dereference, the ImageView now holds a reference to the container itself.
If the build is from a non-repository, these functions will return empty. This
patch allows using defines to CMake to set version info such as
-DGIT_BRANCH=master.
Toggling borderless fullscreen on the separate render window made it fullscreen on the monitor which the main yuzu window resided in.
This change allows the render window to go fullscreen on the monitor it resides in, independent of the main window location.
- This was added early on as a hack to protect against some concurrency issues.
- It's not clear that this serves any purpose anymore, and if it does, individual components should be fixed rather than using a global recursive mutex.
MSVC supplied with VS2022 generates "warning C4189: 'CALIBRATION_THRESHOLD':
local variable is initialized but not referenced" which is treated as an
error.
Circumvent it by moving constexpr variable directly into body of lambda function.
I have `134850146304` bytes of ram and Yuzu was saying that I had `125.59 GB`
of ram. But `125.59` is actually the amount of gi**bi**bytes I have. In
gi**ga**bytes I would have `134.9`.
Additionally, I changed the `1024 / 1024 / 1024` here into the `_GiB`
user-literals that I added a while ago(#6519).
https://www.wolframalpha.com/input/?i=134850146304+bytes
SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED is no longer needed thanks to new default in SDL 2.0.18.
SDL_HINT_JOYSTICK_HIDAPI_XBOX is reported to cause conflicts with native driver Xbox driver on Linux, and Xbox controllers don't benefit from hidapi anyways.
CallbackStatus instances aren't the cheapest things to copy around
(relative to everything else), given that they're currently 520 bytes in
size and are currently copied numerous times when callbacks are invoked.
Instead, we can pass the status by const reference to avoid all the
copying.
Silences quite a bit of -Wdocumentation warnings, given the @param tag
is only intended to be used to identify function parameters, not what it
contains.
* this resolves the todo items in the CMakeLists.txt
* a version requirement check for ffmpeg is added to catch issues early
* for future-proof reasons, nasm/yasm is now only required when build on
x86/AMD64 systems
We were unconditionally accessing the keyboard_buttons array, even if the bottom_osk_index was for the numberpad, leading to an out of bounds array access. Fix this by accessing the proper array for the current button when the index is for the numberpad.
We can use iterators to avoid looking up into maps twice in the getter
functions.
At the same time we can also avoid copying the ControllerData structs,
since they're 264 bytes in size.
Previously, the favorites row was always expanded on launch. This change introduces a persistent setting that allows the favorites row's expanded state to be remembered between launches.
The image view itself can be queried to see if it is being rescaled or not, removing the need to pass the upscale/down shift factors from the texture cache.
In my testing, waiting for 200ms provided the same level of precision as the previous implementation when estimating the RDTSC frequency.
This significantly improves the yuzu executable launch times since we reduced the wait time from 3 seconds to 200 milliseconds.
We were previously truncating this to a u32 as there were no known buttons that used the full 64 bits of this type. Fix this now that we know they are used.
Set top margin to 6 on Right Stick, LeftStick, Face Buttons, D-Pad.
Change property on Input Device QComboBox from minimumSize to minimumContentsLength.
Refactor menu states and shortcuts in GMainWindow.
- Removed "Start", since it was always disabled unless it was "Continue"
which has now been moved to "Pause".
- Allow hotkeys to be used while in fullscreen.
- Removed the load amiibo hotkey.
* when someone installed Intel video drivers on an AMD system, the
decoder will select the Intel VA-API decoding driver and yuzu will
crash due to incorrect driver selection; the fix will check if the
currently about-to-use driver is loaded in the kernel
* when using NVIDIA driver on Linux with a ffmpeg that does not have
CUDA capability enabled, the decoder will crash; the fix simply
making the decoder prefers the VDPAU driver over CUDA on Linux
This was regressed by ART.
Prior to ART, the screenshots were saved at the title's framebuffer resolution. A misunderstanding of the existing logic led to screenshot dimensions becoming dependent on the host render window size.
This changes the behavior to match how it was prior to ART at 1x, with screenshots now always being the title's framebuffer dimensions scaled by the resolution scaling factor.
This only needs to happen once per game boot, so we can just call it
during CreateGPU and be done with it, avoiding the need to call it in
the frontends.
Blitting or resolving multisampled images requires the dimensions of the src and dst to be equal for valid usage, making them difficult for resolution scaling using the current implementation.
We don't need to reconstruct new textures every time we ScaleUp/ScaleDown. We can scale up once, and revert to the original texture whenever scaling down.
Fixes memory leaks due to glDeleteTextures being deferred for later handling on some drivers
This reflects the current behavior: Light = System default. If your
system is set to dark theme, then Light = Dark, which is a bit confusing
for the end user.
In this PR, I propose to change "Light" with "Default". This way, the
user has "Default" and "Default Colorful", which will apply the system
theme. Now that the Flatpak respects the system theme, I think this
makes much more sense.
I also simplified the theme update. Before the code was branching
between the default theme and the others, but I think we can have
something simpler by forcing the default theme if no theme is defined in
the settings, or if the selected theme doesn't exist. And if there's an
error, tell the theme name in the error message.
Confirm means that the text has already been checked by the application to be correct, but is asking the user for confirmation.
The confirmation text itself seems to be corrupted though, this needs to be investigated.
Fixes the software keyboard in Famicom Detective Club: The Missing Heir
Common::Expected effectively provides the same functions as ResultVal, so we can implement it with this.
This can be replaced with std::expected with minimal effort should it be standardized in the C++ Standard Template Library.
Presently, if you forget to initialize the git submodules before
running cmake, there'll be a helpful message that reminds you to do so.
However, on narrow terminals (e.g. 80 wide) there's a word wrap that
includes a new line in the middle of the git command, precluding easy
copy-paste. This moves the entire git command to its own line to avoid
such tragedies.
Before:
```
CMake Error at CMakeLists.txt:59 (message):
Git submodule externals/inih/inih not found. Please run: git submodule
update --init --recursive
```
After:
```
CMake Error at CMakeLists.txt:59 (message):
Git submodule externals/inih/inih not found. Please run:
git submodule update --init --recursive
```
Loop on stop_token and remove final_entry in Entry.
Move Backend thread out of Impl Constructor to its own function.
Add Start function for backend thread.
Use stop token in PopWait and check if entry filename is nullptr before logging.
This removes unused includes, especially the core includes which were causing this file to be recompiled every time files included by those headers are modified.
GLSL shaders currently do not render correctly on the recent NVIDIA
drivers. This adds a check that forces assembly shaders for these
drivers since they seem unaffected and adds a warning informing of the
decision.
Developers can disable the check by enabling graphics debugging.
This removes the const qualification for types when MakeResult(arg) is used in a const member function, allowing for automatic deduction and removing the need to manually specify the non-const type as the template argument.
The current arguments worked by happenstance as games only ever submit
one syncpoint and request one fence back, if a game were to do something
other than this then the arguments would've been parsed entirely wrong.
VS2022 seems to introduce an optimization when moving vectors to check for equality of the element values. AlignmentAllocator needed to overload the equality operator to fix compilation of its usage in vector moving.
This crash happens 100% of the time (on Linux at least), you just need
to open the configure window and click OK.
It seems to happen when the tabs are destroyed and once all the tabs are
destroyed, a final signal is sent with `index == -1`. So `debug_tab_tab`
doesn't exist anymore when this happens, so the crash.
- configure_input_player_widget.cpp: always better to use `const auto &`
whenever possible
- profiler.cpp: `ev->pos()` is deprecated, replace with
`ev->position()`, which returns floats, thus the addition of
`.toPoint()` (same as what's happening in `pos()`)
- game_list.cpp: `QString::SplitBehavior` is deprecate, use `Qt::`
namespace instead
Touhou Genso Wanderer Lotus Labyrinth R decodes 1920x1080 videos into 1920x1088 surface.
Only allow mismatch for height, since larger width would result in increasingly offset rows and somewhat defeat entire purpose of this check.
This allows ISelfController::Exit to stop the currently running application. This is typically used by homebrew to exit back to the homebrew menu after calling consoleExit with libnx.
Some titles, such as homebrew, do not have any version string. Because
yuzu hard codes the title bar string assuming a version string is
preset, booting homebrew causes yuzu to add an extra separator with no
content between.
This uses a lambda expression to prevent that from happening.
The current implementation of BoxCat as it stands is non-functional due to the reliance on a server providing BCAT files.
This implementation will eventually be replaced with one that allows the use of local BCAT files dumped from a Nintendo Switch.
Previously, the dialog buttons would be floating in-place when the dialog is stretched downwards.
This change ensures that the dialog buttons always stay at the bottom of the window.
To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required.
First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`.
Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
During script playback/recording, the user has to see what happens currently. For that, a new label has been added to the bottom-left corner, always displaying the current state of the TASing system.
First of all, TASing requires a script to play back. The user can select the parent directory at `System -> Filesystem`, next to an option to pause TAS during loads: This requires a "hacky" setup deeper in the code and will be added in the last commit.
Also, Hotkeys are being introduced: CTRL+F5 for playback start/stop, CTRL+F6 for re-reading the script and CTRL+F7 for recording a new script.
The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called.
The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate.
Co-authored-by: Naii-the-Baf <sfabian200@gmail.com>
Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>
The main_process was never being cleaned up, causing a noticeable memory leak after subsequent launches. This change cleans up the memory during Core Shutdown, mitigating the leak.
This validation error is spammed on some titles, asserting that VkDescriptorSet 0x0[] was destroyed.
This is likely a validation layer bug when using VK_KHR_push_descriptor, which can avoid using traditional VkDescriptorSet. It should be safe to ignore for now.
Allows drivers that do not support VK_PRESENT_MODE_MAILBOX_KHR the ability to present at a framerate higher than the monitor's refresh rate when the FPS is unlocked.
Some titles set an exit lock through HLE, which prompts an exit confirmation when stopping emulation if the system is locked.
This change allows bypassing this confirmation if the setting to confirm exits has been disabled by the user.
The format member the IGBPBuffer may not always specify the correct desired format. Using the external format member ensures a valid format is provided when creating the framebuffer.
Fixes homebrew using the wrong framebuffer format.
Originally we only created the parent directory, this caused issues for creating directories which also contained subdirectories, eg `/Folder1/Folder2`
This allows the ultimate mod manager homebrew to at least boot
The present semaphore is being signalled by the call to acquire the
swapchain image. This semaphore is meant to be waited on when rendering
to the swapchain image. Currently it is waited on when presenting, but
moving its usage to be waited on in the command buffer submission allows
for proper usage of this semaphore.
Fixes the device lost when launching titles on the Intel Linux Mesa driver.
Some drivers misread data when demotes are interleaved in the program. This moves demote branches to be checked at the end of the program.
Fixes "wireframe" issue in Pokemon SwSh on some drivers
The log filter was being ignored on initialization due to the logging instance being initialized before the config instance, so the log filter was set to its default value.
This fixes that oversight, along with using descriptive exceptions instead of abort() calls.
If we don't set an explicit source and target language for the base
english translation, then we'll generate an incorrect number of
<numerusform> tags (which Transifex doesn't like).
Some system configurations may see visual regressions or lower performance using GPU decoding compared to CPU decoding. This setting provides the option for users to specify their decoding preference.
Co-Authored-By: yzct12345 <87620833+yzct12345@users.noreply.github.com>
This fixes a lost wakeup in SPSCQueue. If the reader is in just the right position, the writer's notification will be lost and this will be a problem if the writer then does something to wait on the reader.
This was discovered to affect my upcoming stacktrace PR. I don't think any performance decrease will be noticeable because an uncontended mutex is smart enough to skip the syscall. This PR might also resolve some rare deadlocks but I don't know of any examples.
This implements backtraces so we don't have to tell users how to use gdb anymore.
This prints a backtrace after abort or segfault is detected. It also fixes the log getting cut off with the last line containing only a bracket. This change lets us know what caused a crash not just what happened the few seconds before it.
I only know how to add support for Linux with GCC. Also this doesn't work outside of C/C++ such as in dynarmic or certain parts of graphics drivers. The good thing is that it'll try and just crash again but the stack frames are still there so the core dump will work just like before.
This simplifies the logging system.
This also fixes some lost messages on startup.
The simplification is simple. I removed unused functions and moved most things in the .h to the .cpp. I replaced the unnecessary linked list with its contents laid out as three member variables. Anything that went through the linked list now directly accesses the backends. Generic functions are replaced with those for each specific use case and there aren't many. This change increases coupling but we gain back more KISS and encapsulation.
With those changes it was easy to make it thread-safe. I just removed the mutex and turned a boolean atomic. I was planning to use this thread-safety in my next PR about stacktraces. It was actually async-signal-safety at first but I ended up using a different approach. Anyway getting rid of the linked list is important for that because have the list of backends constantly changing complicates things.
This commit renames the "Services" tab to "Network" and adds a combobox that allows the user to select the network interface that yuzu should use. This new setting is now used to get the local IP address in Network::GetHostIPv4Address. This prevents yuzu from selecting the wrong network interface and thus using the wrong IP address. The return type of Network::GetHostIPv4Adress has also been changed.
Supplements the VAAPI intel gpu decoder by implementing the D3D11VA decoder for Windows, and CUVID/VDPAU for Nvidia and AMD on drivers linux respectively.
According to https://stackoverflow.com/questions/469508, we run into a
MSVC bug (since VS 2005) when using diamond inheritance for
RangedSetting.
This explicitly implements those functions in RangedSetting. GetValue is
implemented as just calling the inherited version. The explicit
converson operator is reimplemented. I opted for this over ignoring the
warning with a pragma since this specifies the inherited behavior, and I
have now less faith in MSVC to pick the right one.
In addition, we mark destructors as virtual to silence what I believe is
a fair MSVC compilation error.
Service::NIFM::IGeneralService::GetCurrentIpConfigInfo currently hardcodes 192.168.1.100 as the IP address, which prevents LAN play from working correctly.
This was mainly used to keep track of mapped buffers for later unmapping. Since unmap is no longer implemented, this no longer seves a valuable purpose.
With reference frames refreshes fix, we no longer need to buffer two frames in advance.
We can also remove other unused or otherwise unneeded variables.
Skip unmapping nvdec buffers to avoid breaking the continuity of the VP9 reference frame addresses, and the risk of invalidating data before the async GPU thread is done with it.
Currently yuzu will read the mapping but does not connect a controller
despite adding subsequent configurations for it. Read the `connected`
setting for now as a boolean like the Qt frontend.
This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation.
We can take advantage of its sorted property to optimize its usage in the shader.
Thanks to wwylele for the optimization idea.
Fixes a theoretical scenario where a Setting is using the BasicSetting's
GetValue function. In practice this probably only happens on yuzu-cmd,
where there is no need for a Setting's additional features. Need to fix
regardless.
It was just the one in emu_window_sdl2, but since _gl and _vk inherit
from it, they all needed adjustments.
Leaves just the one auto system& in main().
OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
Fixes instances where fp16 types are not declared on SPIR-V but they are
used. This shouldn't happen on master, as it's been uncovered by an
additional optimization pass.
Use VK_KHR_pipeline_executable_properties when enabled and available to
log statistics about the pipeline cache in a game.
For example, this is on Turing GPUs when generating a pipeline cache
from Super Smash Bros. Ultimate:
Average pipeline statistics
==========================================
Code size: 6433.167
Register count: 32.939
More advanced results could be presented, at the moment it's just an
average of all 3D and compute pipelines.
Everything else has a default constructor that does the straightforward
thing of initializing most members to a default value, except for the
size.
We explicitly initialize the size (and others, for consistency), to
prevent potential uninitialized reads from occurring. Particularly given
the largeish surface area that this struct is used in.
Fold shaders doing "a * b + c" on integers from the pattern generated by
Nvidia's GL compiler.
On a somewhat complex compute shader it reduces the code size by 16
instructions from 2 matches on Turing GPUs.
On Intel as extracted from KHR_pipeline_executable_properties:
Before the optimization:
```
Instruction Count: 2057
Basic Block Count: 45
Scratch Memory Size: 14752
Spill Count: 232
Fill Count: 261
SEND Count: 610
Cycle Count: 11325
```
After the optimization:
```
Instruction Count: 2046
Basic Block Count: 44
Scratch Memory Size: 13728
Spill Count: 219
Fill Count: 268
SEND Count: 604
Cycle Count: 11367
```
The screenshot directory path returned does not have a trailing directory separator character. This caused screenshots to be saved in the parent directory of the configured screenshot directory.
This fixes that behavior
use_framelimiter was not being used internally by the renderers.
set_background_color was always set to true as there is no toggle for the renderer background color, instead users directly choose the color of their choice.
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.
Support ignoring immediate out of bound writes. Writing dynamically out
of bounds is not yet supported (e.g. R0+0x4).
Reading out of bounds yields zero. This is supported checking for the
size from the IR; if the input is immediate, the optimization passes
will drop it.
This change adds two new context menu items to remove either the OpenGL or the Vulkan shader caches individually, and the provides the option to remove all caches for the selected title.
This also changes the behavior of the open shader cache option. Now it creates the shader cache directory for the title if it does not yet exist.
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.
"Negative" offsets don't exist. They are shown as such due to a bug in
nvdisasm.
Unaligned offsets have been proved to read the aligned offset. For
example, when reading an U32, if the offset is 6, the offset read will
be 4.
Fixes Ori and the Blind Forest's menu on GLASM. For some reason
(probably high level optimizations) it is not sanitized on SPIR-V for
OpenGL. Vulkan is unaffected by this change.
Add support for null registers. These are used when an instruction has
no usages.
This comes handy when an instruction is only used for its CC value, with
the caveat of having to invalidate all pseudo-instructions before
defining the instruction itself in the register allocator. This commits
changes this.
Workaround a bug on Nvidia's condition codes conditional execution using
branches.
Works around a bug where program parameters are only applied to the
current stage, and this one wasn't bound at the moment.
Affects all SSBO usages on GLASM.
Use a struct constructor to serialize register allocation arguments to
ensure registers are allocated in the same order regardless of the
compiler used.
The A and B functions can be called in any order when passed as
arguments to "foo":
foo(A(), B())
But the order is guaranteed for curly-braced constructor calls in
classes:
Foo{A(), B()}
Use this to get consistent behavior.
This changes how Scheduler::Flush works. It queues the current command
buffer to be sent to the GPU but does not do it immediately. The Vulkan
worker thread takes care of that. Users will have to use
Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior.
Scheduler::Finish is unchanged.
To avoid waiting on work never queued, Scheduler::Wait sends the current
command buffer if that's what the caller wants to wait.
Move code to separate files to be able to reuse it from OpenGL. This
greatly simplifies the pipeline cache logic on Vulkan.
Transform feedback state is not yet abstracted and it's still
intrusively stored inside vk_pipeline_cache. It will be moved when
needed on OpenGL.
Move descriptor lookup and update code to a separate thread. Delaying
this removes work from the main GPU thread and allows creating
descriptor layouts on another thread. This reduces a bit the workload
of the main thread when new pipelines are encountered.
Create multiple descriptor pools on demand. There are some degrees of
freedom what is considered a compatible pool to avoid wasting large
pools on small descriptors.
Avoid using std::array to fix Intellisense not properly compiling this
code and disabling itself on all files that include it.
While we are at it, change the code to use u8 instead of size_t for the
number of instructions in an opcode.
When we can't track the SSBO origin of a global memory instruction,
leave it as a global memory operation and assume these pointers are in
the NVN storage buffer slots, then apply a linear search in the shader's
runtime.
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>
Reverts 48259de0c1 to the previous
hierarchy and fixes the resolution issue with this fullscreen mode.
yuzu-cmd will now read the fullscreen_mode setting and use it
appropriately.
* emu_window_sdl2_vk: Use the generated SDL config
On Linux, due to the way we include SDL2 as a submodule, it makes it
difficult for us to specify which SDL_config.h we intended to include.
Before, CMake would default to the dummy one included with SDL and
ignore the generated one.
This tells CMake to use the generated one. In addition, we define
USING_GENERATED_CONFIG_H to throw an error in case the dummy config is
used by accident. Fixes Vulkan not working on Linux yuzu-cmd.
* emu_window_sdl2_vk: Specify the window manager if it should be supported
The original language "not implemented" is wrong if the implementation
exists but is not compiled. This causes a bit of a debugging headache
when it goes wrong. Log it if the window manager is known before
exiting.
* sdl_impl, emu_window: Remove clang ignore
Fixed upstream by
libsdl-org/SDL@25fc40b0bd
* Enable fullscreen support for Vulkan on yuzu-cmd
Hooked up the existing SDL2 logic for fullscreen support in the Vulkan window of yuzu-cmd.
* Change fullscreen logic to attempt desktop resolution first on yuzu-cmd
Changed the order in which we attempt to switch to fullscreen. First try desktop resolution first, if it fails fall back to streched fullscreen using windowed resolution.
Co-authored-by: lat9nq <22451773+lat9nq@users.noreply.github.com>
Co-authored-by: san <san+gitkraken@smederijmerlijn.nl>
There's an optimization bug on non-git mesa versions where not
specifying GL_CLIENT_STORAGE_BIT causes very slow reads on the CPU
side.
Add this bit for all vendors.
On the texture cache we handle multisampled images by keeping their real
size in samples (e.g. 1920x1080 with 4 samples is 3840x2160).
This works nicely with size matches and other comparisons, but the
calculation for guest sizes was not having this in mind, and the size
was being multiplied (again) by the number of samples per dimension.
For example a 3840x2160 texture cache image had its width and height
multiplied by 2, resulting in a much larger texture.
Fix this issue.
- Fixes performance regression on cooking related titles when an
unrelated bug was fixed.
Images used as render targets were not being "prepared", causing
desynchronizations on the texture cache. Needs #6669 to avoid
performance regressions on certain cooking titles.
- Fixes black shadows on Age of Calamity.
The original language "not implemented" is wrong if the implementation
exists but is not compiled. This causes a bit of a debugging headache
when it goes wrong. Log it if the window manager is known before
exiting.
On Linux, due to the way we include SDL2 as a submodule, it makes it
difficult for us to specify which SDL_config.h we intended to include.
Before, CMake would default to the dummy one included with SDL and
ignore the generated one.
This tells CMake to use the generated one. In addition, we define
USING_GENERATED_CONFIG_H to throw an error in case the dummy config is
used by accident. Fixes Vulkan not working on Linux yuzu-cmd.
Many settings in common/settings.h are missing from yuzu-cmd, either
they were added to default_ini.h but not read in, or vice versa, or the
setting was altogether omitted from yuzu-cmd. Some defaults were
reported wrong, so those were fixed where noticed.
When YUZU_USE_BUNDLED_QT was specified on a system with a compliant Qt
version installed, CMake configuration would cause an error due to
mixing YUZU_USE_BUNDLED_QT with the system Qt.
Solution is to only search for Qt when YUZU_USE_BUNDLED_QT is disabled.
As-is causes issues with building yuzu using MinGW GCC on Linux-based
machines. Only set the variable when needed. (I'm not quite sure how
this was working before.)
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.
This is a bug fix. Enabling graphics debug mode, then saving a custom
configuration causes graphics debugging to be saved and read from the
custom configuration.
Isolate it the same way we isolate the CPU settings.
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.
Currently, whether or not the title is 32-bit or 64-bit was being
appended as a suffix to the title, which is fine for left-to-right
languages, but may not always fly so smoothly with some right-to-left
languages.
We also weren't marking that portion of the string as translatable,
which prevents translators from translating part of the title string.
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>
Many games report 6 channel output while only providing data for 2. We only output 2-channel audio regardless, and in the downmixing, front left/right only provide 36% of their volume. This is done assuming all of the other channels also contain valid data, but in many games they don't. This PR alters the downmixing to preserve front left/right, so volume is not lost.
This improves volume in Link's Awakening, New Super Mario Bros U, Disgaea 6, Super Kirby Clash.
Drops usage of CMAKE_DEPENDENT_OPTION to allow using
YUZU_USE_BUNDLED_FFMPEG as an option on any platform. CI then now builds
FFmpeg always, netting about 10 MB less used on the AppImage.
Also somewhat fixes YUZU_USE_BUNDLED_QT so that it can be used even if
CMake doesn't clean up its state after running the first find_package.
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.
We were including the first 2 default miis which are not meant to be shown in games. With this change, we properly retrieve the 6 default miis shown in games, with 3 of each gender.
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
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.
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.
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>
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.
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.
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.
Use its std::stop_token to abort shader cache loading.
Using std::stop_token instead of std::atomic_bool allows the usage of
other utilities like std::stop_callback.
These changes should help in reducing crashes/drivers panics that may
occur due to synchronization issues between the shader completion and
later access of the decoded texture.
Qt can make use of qwindowsvistastyle.dll if present, and our MinGW
container has the library, but it was not being copied during the
packaging process. Thus, yuzu looked like a Windows 98 application when
using the PR-verify artifacts.
This copies over the DLL during packaging, for that sweet-sweet Windows
Vista style.
In addition, set the Qt plugins path instead of the plugins/platforms
path. This way we can use the directory directly, rather than appending
a `..` everytime we need something just outside of it.
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.
Per the spec, L1 is clamped to the value 0xff if it is greater than 0xff. An oversight caused us to take the maximum of L1 and 0xff, rather than the minimum.
Huge thanks to wwylele for finding this.
Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
Users may want to fall back to the CPU ASTC texture decoder due to hangs
and crashes that may be caused by keeping the GPU under compute heavy
loads for extended periods of time. This is especially the case in games
such as Astral Chain which make extensive use of ASTC textures.
Guest logs are not very useful, as they are intended for use by the game developers during development. As such, they provide little meaning to be logged by yuzu and tend to overwhelm the log output at times.
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.
Currently Qt will download whether or not the target system supports the
package. Normally this isn't an issue since the package manager would
work out the dependencies for us, but in this case we must make sure
everything is in place before downloading the package.
This checks for the package's requirements, as well as tries to provides
hints as to what is required on some of the more cryptic dependencies.
yuzu requires CMake 3.15 yet find_program was using REQUIRED, which is
only available on 3.18 and later. Instead, we check for
"<VAR>-NOTFOUND".
In addition, check for additional requirements before building libusb or
FFmpeg with autotools. Otherwise, CMake configuration will pass yet
compilation will fail.
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.
Fixes an issue where libusb.h wouldn't be found when building yuzu on
MSVC.
This only affects the "traditional" CMake pathway for linking libusb to
yuzu AKA MSVC. For autotools we still want to set these variables before
configuring SDL.
This warns the user if there isn't enough free space to dump the entire RomFS to disk. It requires at least the size of the extracted RomFS + 1 GiB as a buffer of free space.
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.
* Wrong alignment in u64 LOG_DEBUG -> memcpy.
* Huge shift exponent in stride calculation for linear buffer, unused result -> skipped.
* Large shift in buffer cache if word = 0, skip checking for set bits.
Non of those were critical, so this should not change any behavior.
At least with the assumption, that the last one used masking behavior, which always yield continuous_bits = 0.
- Prevents a cloned session's handler from being overwritten by another disconnected session.
- Fixes session handler nullptr asserts with Pokemon Sword & Shield.
Removes the 7z from being package during CI, as only .tar.xz preserves
information needed on Linux, and otherwise is just extremely redundant
to package in addition to the .tar.xz. This affects Linux releases and
PR-verify artifacts only. MSVC releases do not use this script to my
knowledge.
- We no longer need to queue up service threads to be destroyed.
- Fixes a race condition where a thread could be destroyed too early, which caused a crash in Pokemon Sword/Shield.
The result code classes are used quite extensively throughout both the
kernel and service HLE code. We can mark these member functions as
[[nodiscard]] to prevent a few logic bugs from slipping through.
- Previously, we would allocate a thread per session, which adds new threads on CloneCurrentObject.
- This results in race conditions with N sessions queuing requests to the same service interface.
- Fixes Pokken Tournament DX crashes/softlocks, which were regressed by #6347.
Correct light theme loading
The setLayout call in game list instantiation will call resizing signals with default values in light theme, which was then being erroneously saved. setLayout doesn't seem to call resizing for any other theme, so I'm not sure why that happens.
Delegates libusb external communication to externals/CMakeLists.txt
Ensures an interface library `usb` for every pathway
input_common just links to the `usb` library now
externals/libusb/CMakeLists.txt sets variables to override SDL2's libusb
finding
Other minor cleanup
Building libusb was also broken on GCC (and maybe Clang) on our
CMakeLists after upgrading to 1.0.24, but it was not being checked
because our 18.04 container had libusb installed on it.
This builds on the MinGW work from earlier and extends it to the rest of
the GNU toolchains. In addition we make use of pkg-config when present
to find libusb. pkg-config is preferrable because we can specify a
minimum required version.
Causes a heap-use-after free reported by AddressSanitizer. This makes
use of std::filesystem::path, but due to that we have to use their
string() function which may not work for all characters.
There's no need to check the first and last rows since they'll always be the Favorites and AddDir rows.
Also change the name of the clear_all variable for consistency.
Builds on german77's work to reset all settings back to their defaults.
This include UISettings and Settings values structs, but does not affect
save profiles, input profiles, and game directories.
This works from a button input in configure_general. When activated, it
calls a callback to close the whole configure dialog, then GMainWindow
deletes the old configuration, both on disk and in memory, and
reinitalizes a new one. It also resets a portion of the UI and calls the
telemetry window prompt.
This commit does not compile.
Initial work to add and connect a Reset to Defaults button to the
configure_general tab.
Co-authored-by: german77 <juangerman-13@hotmail.com>
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.
Whatever those settings do breaks controller detection on Windows, at
least with the MinGW container. If-guard it against WIN32 and just let
SDL2 configure using its defaults, aside from static linking.
After updating to 1.0.24, MinGW fails to build libusb as a result of
numerous errors. So we build libusb their way and let them update the
nontrivial stuff.
This only applies to MinGW: the old path is still in use for Linux
toolchains as well as MSVC.
This will dynamically link libusb, since I hit build errors with the old
way we used to resolve the conflict with SDL2.
ldn: Add and stub lp2p:sys lp2p:app INetworkServiceMonitor INetworkService
Mario Kart Live: Home Circuit needs lp2p:sys lp2p:app INetworkServiceMonitor INetworkService to be able to progress.
Note: The game still fails to boot from unimplemented LDN and BSD services.
- Fixes a hang on shutdown when NVFlinger thread is waiting on a syncpoint that will never occur.
- Commonly observed when stopping emulation in Super Mario Odyssey.
We just create one memory subsystem. This is a constant all the time.
So there is no need to call the non-inlined parent.Memory() helper on every callback.
Over the course of the kernel refactoring a tiny bit of missing
overrides slipped through review, so we can add these.
While we're at it, we can remove redundant virtual keywords where
applicable as well.
- Use host allocations for kernel memory, as this is not properly emulated yet.
- Use guest allocations for TLS, as this needs to be backed by DeviceMemory.
Applications may leave this region of memory uninitialized when the text check result is not either Failure or Confirm.
Attempting to read uninitialized memory may cause an exception within the UTF16 to UTF8 string converter.
Fix this by only reading the text check message on Failure or Confirm.
CMAKE_DEPENDENT_OPTION takes a value argument, but as a macro function
it will read a variable name as the name and not the value. For
YUZU_USE_BUNDLED_QT, ensure that we are reading the value of MSVC. For
YUZU_ALLOW_SYSTEM_SDL2, CMAKE_DEPENDENT_OPTION is redundant here anyway
as we don't use that path on any toolchain by default.
If the local version of Qt is older than the minimum version required by
yuzu, download a pre-built binary package from yuzu-emu/ext-linux-bin
and build yuzu with it, instead.
This also requires linking yuzu to the correct libraries after building
it, and copying over the required binaries when building yuzu.
This sets the Qt requirement to 5.12, which is intentionally behind the
versions used by our toolchains since they are not all updated yet to
5.15.
This code was used to switch the CPU ID on thread switches.
However since "hle: kernel: multicore: Replace n-JITs impl. with 4 JITs.", the CPU ID is not a constant.
This has been dead code since this rewrite, and dropped in dynarmic as well. So there is no need to keep it.
Currently with programs that have a 0 title id, yuzu loads the custom
configuration 0000000000000000.ini for per-game configs. This is not
ideal since many homebrews share this id. Instead for these programs, we
load a config that is simply the file name and `.ini` appended to it.
* 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
Most of the code already exists to do this, but the Apply button itself
was never added. This adds a button and boolean that tells yuzu to save
the configuration after applying settings, even if close/Cancel is
pressed on the dialog. Changes after applying will not be saved when
Cancel is pressed, though.
Some users have reported rare crashes when pressing the Enter key on the keyboard to confirm input in the normal software keyboard, particularly in Super Smash Bros. Ultimate while entering the name of a ruleset or controller layout.
It is suspected that the QLineEdit::returnPressed signal is causing a race condition as confirming input through other means does not produce the crash. Since Qt::QueuedConnection posts an event to the event queue of the callee's thread instead of executing it directly on the caller's thread, this eliminates any potential race conditions from occurring in this scenario.
Drops an unused variant of ApplyPerGameSetting, and turns the QComboBox
variants of SetPerGameSetting into a template.
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
Previously the text string for the inline software keyboard was being sent instead of the normal software keyboard, leading to empty text being sent all the time.
Duplicate labels were unintentionally introduced due to copy-paste. This silences the compilation warning produced by the presence of these duplicates.
A regression was introduced on May 13 by linuxdeploy that causes file
open dialogs to crash yuzu in the AppImage (likely this commit
1e28ee38fa174279defe70cdaadf2a552c80258c from
linuxdeploy/linuxdeploy-desktopfile). Instead of downloading the latest
version from each of the repos we use to build the AppImage, just
download the ones hosted at yuzu-emu/ext-linux-bin, which are the same
binaries we have been using, but verified to be working and won't update
on us beyond our control.
This can eventually be moved into the container itself to remove the
need to download them at build time.
Many users have been installing their base titles into NAND instead of adding them into the games list. This prevents users from installing any base titles and warns the user about the action.
Now that we have most of core free of shadowing, we can enable the
warning as an error to catch anything that may be remaining and also
eliminate this class of logic bug entirely.
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.
Originally, every time we add a per-game setting, we'd have to guard for
it when setting it on the global config, and use a specific function to
do it for the per-game config.
This moves the global check into the ApplyPerGameSetting function so
that we can use it for changing both the global and per-game states.
Less work for the programmer.
The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case.
This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics.
The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values.
The status bar update frequency was also changed from 2 seconds to 500ms.
6b6b9e593d does not exist on FFmpeg master, and tag n4.3.1 requires
manually fetching all of FFmpeg's tags. `git` reports that the commit
does not exist initially and can be confusing as a result. Instead,
checkout the immediately previous commit from n4.3.1 on their master
branch.
Building it as a shared library causes issues distributing it to an
AppImage, since linuxdeploy expects the executable to only dynamically
link to system libraries. Additionally, simply dynamically linking to a
library in the binary directory is bound to cause issues.
Solution is to use SDL's CMake switches and build it statically. We also
alias `SDL2` to `SDL2-static` on the external submodule for
compatibility with the rest of the project.
We can use the dedicated memory function for performing copies instead
of reading into a temporary buffer and then immediately writing it back
out to memory.
Eliminates a bit of heap memory churn.
Resolves shadowing warnings that aren't in a particularly large
subsection of core. Brings us closer to turning -Wshadow into an error.
All that remains now is for cases in the kernel (left untouched for now
since a big change by bunnei is pending), and a few left over in the
service code (will be tackled next).
This improves the accuracy of CreateFile by returning the correct error codes on certain conditions (parent directory does not exist, path already exists).
This fixes saving and the loading of existing saves in New Pokemon Snap
The URL string was being deleted before being used, leading to a use-after-free occurring when it is used afterwards.
Fix this by taking the string by const ref to extend its lifetime, ensuring it doesn't get deleted before use.
Without the CONFIG option, find_package will perform Module search. On
at least Linux Mint 20 (I'm unable to reproduce this on CentOS and Arch
Linux), my guess is that this causes CMake to find "dirty" modules that
modify the configuration state despite the Boost version being too
low/absent.
Use CONFIG to put CMake into pure Config mode and avoid Module search.
Implements the OnClose method of the nvhost_vic device, and removes the remnants of an older implementation.
Also cleans up some of the surrounding code.
We can perform the lookup and then do the contains check by checking the
end iterator. The benefit of this is that if we *do* find an entry, then
we aren't hashing into the map again to find it.
We can also get rid of an unused std::vector temporary while we're at
it.
The generation of the copy assignment operators are deprecated on being
generated when a user-provided destructor is present.
We can explicitly specify that we desire this behavior to keep the class
forward compatible with future standards.
Building SDL2 from externals is incompatible with Conan's version of
libiconv, a requirement of Conan's Boost package. Solution is to use the
same Boost package in use by the linux-fresh container. This tells CMake
to download boost_1_75_0.tar.xz from yuzu-emu/ext-linux-bin at CMake's
configuration step, much the same way Qt and FFmpeg are downloaded for
Windows.
Also makes DownloadExternals.cmake cross-platform. Although the CMake
code is not entirely specific to Linux, only Linux has Boost libraries
available at ext-linux-bin, whereas there is no equivalent Boost package
for Windows at ext-windows-bin. caveat emptor
If SDL2 is not found, the error is handled by falling back to externals.
No need spill the full warning at the find_package if it's going to be
handled later, so add QUIET to it.
Sets find_package(FFmpeg) to QUIET instead of REQUIRED. This allows
using the FFmpeg external in cases where there is no suitable installed
version of FFmpeg.
Also fixes a bug where multiple CMake configures causes FFmpeg_LIBRARIES
to concatenate on itself, producing cyclical dependencies. Unsets the
variable before building it in the foreach loop.
Fixes FFmpeg_INCLUDE_DIR not including the headers generated at run
time.
This line can only ever be reached if src is null, so dereferencing it
here is a logic bug that slipped through.
Instead, we dereference dst instead which is guaranteed to be valid.
If anything happened to call arp functions in the wrong order and called
IRegistrar's Issue function before SetApplicationLaunchProperty, we'd
read from an uninitialized ApplicationLaunchProperty instance.
Instead, we can always initialize it so if this does happen, then the
outcome of doing such a thing is at least consistently reproducible.
ControllerBase already has a System reference that can be accessed from
this class, so we can get rid of this to make the class layout a little
more straightforward.
SDL 2.0.14 introduces an incompatibility with Clang, causing it to
trigger -Wimplicit-fallthrough even though it is marked. Ignore it for
now, with a comment mentioning why this is needed.
Forces using SDL 2.0.14. Upgrades the SDL external to that version. Adds
a message when switching to the external.
Fixes an error where input_common only links to SDL when SDL2_FOUND is
set, but externals/CMakeLists cannot set that variable to the required
scope. Switch to using ENABLE_SDL2, which we can use since we now
include the SDL source.
Since Bintray is (soon to be) no more, there needs to be a way to
acquire SDL2. Since 20.04's version is older than our minimum required
version (2.0.12), add it as an external.
- Bintray will be deprecated on May 1st 2021 (https://bintray.com/)
- We were previously using this for Qt (non-Windows) and SDL.
- I've moved to bundled SDL on Windows.
The Qt Software Keyboard frontend attempts to mimic the software keyboard rendered by the Nintendo Switch.
This frontend implements multiple keyboard types, such as the normal software keyboard, the numeric pad software keyboard and the inline software keyboard.
Keyboard and controller input is also supported in this frontend.
Keyboard input is handled as native keyboard input, and so the on-screen keyboard cannot be navigated with the keyboard arrow keys as the arrow keys are used to move the text cursor.
Controller input is translated into mouse hover movements on the onscreen keyboard or their respective button actions (B for backspace, A for entering the selected button, L/R for moving the text cursor, etc).
The text check dialogs can also be confirmed with controller input through the use of the OverlayDialog
Massive thanks to Rei for creating all the UI for the various keyboards and OverlayDialog. This would not have been possible without his excellent work.
Co-authored-by: Its-Rei <kupfel@gmail.com>
An OverlayDialog is an interactive dialog that accepts controller input (while a game is running)
This dialog attempts to replicate the look and feel of the Nintendo Switch's overlay dialogs and
provide some extra features such as embedding HTML/Rich Text content in a QTextBrowser.
The OverlayDialog provides 2 modes: one to embed regular text into a QLabel and another to embed
HTML/Rich Text content into a QTextBrowser.
Co-authored-by: Its-Rei <kupfel@gmail.com>
Moves the existing meta type registration into its own function and adds registration of common integral, floating point and string types.
This function is also now called in the constructor of the GMainWindow instead of on starting a game.
We reset all the button states to 0 except the first index (which has all the buttons as pressed) to prevent a button hold being interpreted as a button that was pressed once on the first poll.
- 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.
This commit addresses the inaccurate behavior of kernel processes creating their own resource limit, rather than utilizing the kernel's system-wide resource limit instance.
Eliminates a potential bug vector related to inheritance. Plus, we
should generally be specifying the destructor as virtual within purely
virtual interfaces to begin with.
Amends implicit sign conversions occurring with usages of std::reduce
and also relocates it to its own utility function to reduce verbosity a
little bit.
When this was being made mandatory, these enablement of these features was removed, but this is still needed.
Fixes: 757fd1e917 ("vulkan_device: Require VK_EXT_robustness2")
We had used conan for opus before, but there was a bug in the AVX detection.
However we still had the Findopus.cmake file within the repository, but not used.
This patch reenables the Findopus helper and prefer the system wide installation of opus.
CalculateStandardUserSystemClockDifferenceByUser passes in the ClockSnapshots through 2 input buffers and not as raw arguments. Fix this by reading the 2 input buffers instead of popping raw arguments.
Else the fence might get submited out-of-order into the queue, which makes testing them pointless.
Overhead should be tiny as the mutex is just moved from the queue to the writing code.
This was implicitly done by `is_powered_on = false`, however the explicit method allows us to block until the GPU is actually gone.
This should fix a race condition while removing the other subsystems while the GPU is still active.
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.
If we delete the copy and move constructor, we should also be deleting
the copy and move assignment operators (and even if this were intended,
it would be pretty odd to not document why it's done this way).
12.x extended the range of SVC IDs, so we need to expand the range of
bits that need to be tested.
The upside of this is that we can eliminate a range check, given the
whole range is used.
Several issues have been reported with the borderless windowed fullscreen mode on *nix platforms. Default to exclusive fullscreen mode on these platforms for now.
The borderless windowed fullscreen mode solves several issues with the presentation of the overlay dialogs and on-screen keyboard in exclusive fullscreen mode, and also has other benefits such as smoother gameplay, lower latency and a significant reduction in screen tearing.
Co-authored-by: Its-Rei <kupfel@gmail.com>
Undefined Behaviour Sanitizer reports a null pointer is being sent to
memcpy, thought it's "guaranteed to never be null". Guard it with an if
statement, and log when the action has been averted.
Avoid sending null pointer to memcpy as reported by Undefined Behaviour
Sanitizer. Replaces the std::memcpy calls in SpliceVectors with
std::copy calls. Opting to replace all the memcpy's with copy's.
Co-authored-by: LC <mathew1800@gmail.com>
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.
Address Sanitizer reports stack-use-after-scope on line 231
`vulkan_devices.push_back(QString::fromStdString(name));`. Instead of
using a pointer, copy the string into a std::string and use that,
instead.
This service call sets an internal flag whether a notification is shown when an image is captured.
Currently we do not support capturing images via the capture button, so this can be stubbed for now.
Auto-stub is an experimental debugging feature that may cause unforseen bugs. This adds a toggle to only allow auto-stubbing unimplemented functions when explicitly enabled when yuzu is launched.
For simple services we can implement an automatic stub fallback to help with compatibility until a proper implementation is done.
Co-Authored-By: Chloe <25727384+ognik5377@users.noreply.github.com>
Currently, the Windows versions of the Intel OpenGL driver and the AMD
proprietary OpenGL driver do not properly support (or in fact degrade)
when asynchronous shader compilation is enabled. This blocks
specifically those drivers from using this feature. This affects
AMDGPU-PRO on Linux, and AMD's and Intel's OpenGL drivers on Windows.
ASTC texture decoding is currently handled by a CPU decoder for GPU's without native ASTC decoding support (most desktop GPUs). This is the cause for noticeable performance degradation in titles which use the format extensively.
This commit adds support to accelerate ASTC decoding using a compute shader on OpenGL for GPUs without native support.
CalculateSpanBetween passes in the ClockSnapshots through 2 input buffers and not as raw arguments. Fix this by reading the 2 input buffers instead of popping raw arguments.
Partially fixes Super Smash Bros. Ultimate's Spirit Board
- Dummy threads are created on thread local storage for all host threads.
- Fixes a leak by removing creation of fibers, which are not applicable here.
In order to force the BGRA8 conversion on Nvidia using OpenGL, we need to forbid texture copies and views with other formats.
This commit also adds a boolean relating to this, as this needs to be done only for the OpenGL api, Vulkan must remain unchanged.
OpenGL does not natively support BGR internal formats, which causes many BGR textures to render incorrectly, with Red and Blue channels swapped.
This commit aims to address this by swizzling the blue and red channels on texture copies when a BGR format is encountered.
- Uses a fixed 64MB for the cache instead of an ever growing map.
- Slightly faster by using atomics instead of a single mutex for access.
- Thanks for Rodrigo for the idea.
Some games benefit from skipping caches (Pokémon Sword), and others
don't (Animal Crossing: New Horizons). Add an heuristic to decide this
at runtime.
The cache hit ratio has to be ~98% or better to not skip the cache.
There are 16 frames of buffer.
This commit removes early placeholders for an implementation of async nvdec. With recent changes to the source code, the placeholders are no longer accurate, and can cause a nullptr dereference due to the nature of the cdma_pusher lifetime.
`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.
src/video_core/shader_notify.cpp: In member function 'void VideoCore::ShaderNotify::MarkShaderComplete()':
src/video_core/shader_notify.cpp:33:10: error: 'unique_lock' is not a member of 'std'
33 | std::unique_lock lock{mutex};
| ^~~~~~~~~~~
src/video_core/shader_notify.cpp:6:1: note: 'std::unique_lock' is defined in header '<mutex>'; did you forget to '#include <mutex>'?
5 | #include "video_core/shader_notify.h"
+++ |+#include <mutex>
6 |
src/video_core/shader_notify.cpp: In member function 'void VideoCore::ShaderNotify::MarkSharderBuilding()':
src/video_core/shader_notify.cpp:38:10: error: 'unique_lock' is not a member of 'std'
38 | std::unique_lock lock{mutex};
| ^~~~~~~~~~~
src/video_core/shader_notify.cpp:38:10: note: 'std::unique_lock' is defined in header '<mutex>'; did you forget to '#include <mutex>'?
Adds scripts that instruct CI to build yuzu with the installed Clang
compiler on yuzuemu/build-environments:linux-fresh.
These scripts are based on the .ci/scripts/linux scripts, minus AppImage
building since that isn't necessary. Re-uses linux-fresh since that
container has Clang 12 installed.
Implements both SendVibrationGcErmCommand and GetActualVibrationGcErmCommand, and modifies GetVibrationDeviceInfo to account for additional controllers.
This command returns a Nintendo Account ID and writes 2 output buffers. The first output buffer is a NasUserBaseForApplication and the second output buffer is currently empty.
Used by:
- Pokken Tournament DX
- Super Smash Bros. Ultimate
- Super Nintendo Entertainment System - Nintendo Switch Online
- Mario Kart 8 Deluxe
After rewriting the resource limit, objects releasing reserved resources require a live kernel instance.
This commit fixes exceptions that occur due to the kernel being destroyed before some objects released their resources, allowing for a graceful exit.
- 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.
Adds the access key to the Controller P1 selection at View -> Debugger
-> Controller P1. Avoids using the windowTitle as that would add a
literal & to the beginning of the window title.
This creates non-sRGB texture views for sRGB texture formats to allow for interfacing with these views in compute shaders using imageLoad and imageStore.
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
Load the current tick to a local variable, moving it out of an atomic
and allowing us to compare the value without going through a pointer
each time. This should make the loop more optimizable.
Fix a tragic off-by-one condition that causes Vulkan's stream buffer to
think it's always full, using fallback memory. The OpenGL was also
affected by this bug to a lesser extent.
We are already using robustness2 features without requiring it
explicitly, causing potential crashes on drivers without the extension.
Requiring this at boot allows better diagnostics for it and formalizes
our usage on the extension.
There was still a code path that could wait on a timeline semaphore tick
that would never be signalled.
While we are at it, make use of more STL algorithms.
Games can bind a null index buffer (size=0) where all indices are
evaluated as zero. VK_EXT_robustness2 doesn't support this and all
drivers segfault when a null index buffer is passed to
vkCmdBindIndexBuffer.
Workaround this by creating a 4 byte buffer and filling it with zeroes.
If it's read out of bounds, robustness takes care of returning zeroes as
indices.
Bind extra bytes beyond the guest API's bound range.
This is due to some games like Astral Chain operating out of bounds.
Binding the whole map range would be technically correct, but games
have large maps that make this approach unaffordable for now.
Avoids waiting idle while the GPU finishes to do work, and fixes an
issue where we'd wait forever if a single command buffer (logic tick)
all the data.
Due to BindBufferRangeNV limitations and poor quality code emission from
our side, assembly shaders are currently slower than GLSL. Their build
time and feature advantages are still relevant, but they are outweighted
by their runtime performance.
Detect when a memory region has been joined several times and increase
the size of the created buffer on those instances. The buffer is assumed
to be a "stream buffer", increasing its size should stop us from
constantly recreating it and fragmenting memory.
Ports from OpenGL the optimization to skip small 3D uniform buffer
uploads. This will take advantage of the previously introduced stream
buffer.
Fixes instances where the staging buffer offset was being ignored.
This uses a ring buffer similar to OpenGL's stream buffer for small
uploads. This stops us from allocating several small buffers, reducing
memory fragmentation and cache locality.
It uses dedicated allocations when possible.
Reimplement the buffer cache using cached bindings and page level
granularity for modification tracking. This also drops the usage of
shared pointers and virtual functions from the cache.
- Bindings are cached, allowing to skip work when the game changes few
bits between draws.
- OpenGL Assembly shaders no longer copy when a region has been modified
from the GPU to emulate constant buffers, instead GL_EXT_memory_object
is used to alias sub-buffers within the same allocation.
- OpenGL Assembly shaders stream constant buffer data using
glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In
theory this should save one hash table resolve inside the driver
compared to glBufferSubData.
- A new OpenGL stream buffer is implemented based on fences for drivers
that are not Nvidia's proprietary, due to their low performance on
partial glBufferSubData calls synchronized with 3D rendering (that
some games use a lot).
- Most optimizations are shared between APIs now, allowing Vulkan to
cache more bindings than before, skipping unnecesarry work.
This commit adds the necessary infrastructure to use Vulkan object from
OpenGL. Overall, it improves performance and fixes some bugs present on
the old cache. There are still some edge cases hit by some games that
harm performance on some vendors, this are planned to be fixed in later
commits.
Workaround an issue on Nvidia where creating a Vulkan instance from an
active OpenGL thread disables threaded optimization on the driver.
This optimization is important to have good performance on Nvidia
OpenGL.
Instead of using a two step initialization to report errors, initialize
the GPU renderer and rasterizer on the constructor and report errors
through std::runtime_error.
Some games usually write memory pages currently used by the GPU, causing
rendering issues (e.g. flashing geometry and shadows on Link's
Awakening). To workaround this issue, Guest CPU writes are delayed until
the command buffer finishes processing, but the pages are updated
immediately.
The overall behavior is:
- CPU writes are cached until they are flushed, they update the page
state, but don't change the modification state. Cached writes stop
pages from being flushed, in case games have meaningful data in it.
- Command processing writes (e.g. push constants) update the page state
and are marked to the command processor as dirty. They don't remove
the state of cached writes.
This implements KScopedReservation, allowing resource limit reservations to be more HW accurate, and release upon failure without requiring too many conditionals.
* kernel: Unify result codes
Drop the usage of ERR_NAME convention in kernel for ResultName. Removed seperation between svc_results.h & errors.h as we mainly include both most of the time anyways.
* oops
* rename errors to svc_results
Fixes assertion on Bloodstained Ritual of the Night.
We would over read sometimes, this is fixed by checking if the top bit is set in the first iteration. We also lock the loop off to be only the max size of the type we can fit. Finally we changed an incorrect print of "DEBUG" to "TRACE" to reflect the proper log severity
This is a useful function in a generic context or with types that
overload unary operator&. However, primitives and pointers will never do
this, so we can opt for a more straightforward syntax.
Sets YUZU_USE_BUNDLED_FFMPEG as a CMake dependent option that is OFF on
Linux and ON for WIN32 targets. If FFmpeg is not found when
YUZU_USE_BUNDLED_FFMPEG is OFF, the bundled module/binaries are used
instead.
Reverts earlier changes to FindFFmpeg a bit, mostly to keep parity with
it's Citra version a bit. Now _FFmpeg_ALL_COMPONENTS lists all
components. We overwrite FFmpeg_LIBRARIES and FFmpeg_INCLUDE_DIR after
using the module.
Tells CMake to look for either nasm or yasm as it is required to build
FFmpeg. Avoids a compile-time error by checking for it during
configuration.
Adds a workaround for Ubuntu Bionic's old version of make not
communicating jobserver details properly.
Also renames related CMake variables to match both the Find*FFmpeg* and
variables defined within the file. Fixes odd errors produced by the old
FindFFmpeg.
Citra's FindFFmpeg is slightly modified here: adds Citra's copyright at
the beginning, renames FFmpeg_INCLUDES to FFmpeg_INCLUDE_DIR, disables a
few components in _FFmpeg_ALL_COMPONENTS, and adds the missing avutil
component to the comment above.
For Linux, instructs CMake to use the FFmpeg submodule in externals.
This is HEAVILY based on our usage of the late Unicorn. Minimal change
to MSVC as it uses the yuzu-emu/ext-windows-bin. MinGW now targets the
same ext-windows-bin libraries as MSVC for FFmpeg. Adds FFMPEG_LIBRARIES
to WIN32 and simplifies video_core/CMakeLists.txt a bit.
Given these are only used as function existence checks, we can simplify
some usages of declval, given they aren't particularly useful here.
Reduces a few template instantiations, which at most reduces compile
times a tiny bit.
An identifier containing a starting underscore followed by a capital
letter is reserved by the standard. It's trivial to avoid this by moving
the underscore to the end of the identifier.
While the likelihood of clashing here being minimal, we can turn a
"should not break" scenario into a definitive "will not break" one, so
why not?.
This commit aims to address an exception that occurs when trying to join the Analog object's update_thread.
By using an atomic bool for the status of the update thread, we ensure its value is consistent across the threads accessing it.
Vulkan 1.0 didn't support creating sRGB image views on an ABGR8 VkImage
with storage usage bits. VK_KHR_maintenance2 addressed this allowing to
reduce the usage bits on a VkImageView.
To allow image store on non-sRGB image views when the VkImage is created
with sRGB, always create VkImages without sRGB and add the sRGB format
on the view.
Found this via a warning, but it's a substantive fix.
Since this is only for a cache, it should be safe to silently drop the
entry if opening fails. I think.
The VertexA stage is not yet implemented, but Vulkan is adding its
descriptors, causing a discrepancy in the pushed descriptors and the
template. This generally ends up in a driver side crash.
Bypass the VertexA stage for now.
When we copy into a buffer, it might contain data modified from the GPU
on the same pages. Because of this, we have to flush the contents before
writing new data.
An alternative approach would be to write the data in place, but games
can also write data in other ways, invalidating our contents.
Fixes geometry in Zombie Panic in Wonderland DX.
Update conan package version used for building.
A couple of new joystick-related functions might pose interest to yuzu's input system. Some sort of LED management have been added, but it doesn't seem to support leds used for player number indication JoyCons/ProCons use.
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.
Cleaned up mii raw data to reflect the underlying values instead of just a chunk of bytes.
Fixed BuildRandomStoreData not actually generating random miis properly. "values" should be a u32, not a u8.
The bug(s) happened because we swapped the contents on values.game_dirs, but the pointer each item had to their respective game_dir wasn't updated. This made it so that the item had the wrong game_dir associated with it after a "move up" or "move down" operation. It can be observed by choosing "open directory location" after such operation.
Changed from raw pointer to an index because it's equivalent but a bit clearer, but the change is not essential.
Co-Authored-By: Vitor K <29167336+vitor-k@users.noreply.github.com>
The function is unused if YUZU_ENABLE_BOXCAT is disabled, causing a
-Wunused-funciton error when compiled.
Wrapping it with `#ifdef YUZU_ENABLE_BOXCAT` to prevent compiling the
function when the variable is disabled. Opting to not use [[maybe
unused]] in case the function is totally unused in the future.
Silence the new validation layer error about SPIR-V not allowing OpUndef
on a OpTypeVoid, even when the SPIR-V spec doesn't say anything against
it.
They will be inserted as an undefined int to avoid SPIRV-Cross and
validation errors, but only when a debugging tool is attached.
Allow users of the allocator to hint memory usage for downloads. This
removes the non-descriptive boolean passed for "host visible" or not
host visible memory commits, and uses an enum to hint device local,
upload and download usages.
Fix a bug where the memory allocator could leave gaps between commits.
To fix this the allocation algorithm was reworked, although it's still
short in number of lines of code.
Rework the allocation API to self-contained movable objects instead of
naively using an unique_ptr to do the job for us. Remove the VK prefix.
We never ended up using yuzu_tester.
Removing it saves code duplication with yuzu_cmd, and distribution size on
prebuilt packages.
For unit testing, we can use catch2 from guest code and dump the results
to a file. Then execute yuzu from a script on ci if we want this to be
automated.
Stops us from merging code with unused functions in the future.
If something is invoked behind conditionally evaluated code in
a way that the language can't see it (e.g. preprocessor macros), the
potentially unused function should use [[maybe_unused]].
QRegularExpression was introduced in Qt 5 as a better replacement for
QRegExp. In Qt 6.0 QRegExp is removed entirely.
To remain forward compatible with Qt 6.0, we can transition over to
using QRegularExpression.
setMargin() has been deprecated since Qt 5, and replaced with
setContentsMargins(). We can move over to setContentsMargins() to stay
forward-compatible with Qt 6.0.
Due to how error prone the container design is, this commit adds unit
tests for it.
Some tests taken from here are based on bugs from using this buffer
container in games, so if we ever break it in the future in a way that
might harm games, the tests should fail.
It keeps track of the modified CPU and GPU ranges on a CPU page
granularity, notifying the given rasterizer about state changes
in the tracking behavior of the buffer.
Use a small vector optimization to store buffers smaller than 256 KiB
locally instead of using free store memory allocations.
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.
This should match some warnings we treat as errors on gcc and clang,
caching bugs early and reducing the number of instances where we have to
edit commits to make CI happy when developing from Windows.
With timeline semaphores we can avoid creating objects. Instead of
creating an event, grab the current tick from the scheduler and flush
the current command buffer. When the fence has to be queried/waited, we
can do so against the master semaphore instead of spinning on an event.
If Vulkan supported NVN like events or fences, we could signal from the
command buffer and wait for that without splitting things in two
separate command buffers.
Boxcat is a web service but is still enabled if ENABLE_WEB_SERVICE is
disabled during the CMake stage, which causes compilation issues with
either missing headers or missing libraries.
This disables YUZU_ENABLE_BOXCAT regardless of the input if
ENABLE_WEB_SERVICE is disabled.
Moves the final step for building the AppImage to the upload script.
Instructs appimagetool to embed update information into the AppImage if
the release target is Mainline. Also tells it to create a zsync file to
enable partial-downloads when updating the AppImage.
Also renames the AppImage from `yuzu-{version info}-x86_64.AppImage` to
`yuzu-{version info}.AppImage` to avoid a bug in the downloads page at
yuzu-emu.org/downloads.
This tab of the settings is already extremely bloated and the setting itself is quite useless.
With a gamelist of almost 30 games, the cache directory is smaller than 1MB for me and therefore I don't see why it needs to be configurable.
Intel and AMD proprietary drivers are incapable of rendering to texture
views of different formats than the original texture. Avoid creating
these at a cache level. This will consume more memory, emulating them
with copies.
This breaks accelerated decoders trying to imageStore into images with
sRGB. The decoders are currently disabled so this won't cause issues at
runtime.
The "VK" prefix predates the "Vulkan" namespace. It was carried around
the codebase for consistency. "VKDevice" currently is a bad alias with
"VkDevice" (only an upcase character of difference) that can cause
confusion. Rename all instances of it.
During the transition to make the error dialog translatable, I
accidentally got rid of the conversion to ResultStatus, which prevented
operator<< from being invoked during formatting.
This adds a function to directly retrieve the result status string
instead so that it displays again.
Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID.
For listing the available physical devices we can use Vulkan 1.0.
Now that MoltenVK supports 1.1 we can require it for running games.
Add missing documentation.
VKDevice::IsSuitable was not being called. To address this issue, check
suitability before initialization and throw an exception if it fails.
By doing this, we can deduplicate some code on queue searches.
Previosuly we would first search if a present and graphics queue
existed, then on initialization we would search again to find the index.
Report device enumeration errors with exceptions to be consistent with
other initialization related function calls. Reduces the amount of code
to maintain.
Move surface initialization code to a separate file. It's unlikely to
use this code outside of Vulkan, but keeping platform-specific code
(Win32, Xlib, Wayland) in its own translation unit keeps things cleaner.
Move more Vulkan code to report errors with exceptions and report them
through a log before notifying it with an error boolean for backwards
compatibility. In the future we can replace the rasterizer two-step
initialization to always use exceptions.
Initialize debug callbacks (messenger) from a separate file. This allows
sharing code with different backends.
Change our Vulkan error handling to use exceptions instead of error
codes, simplifying the initialization process.
This builds yuzu in an AppImage alongside the other archives during
release. Required to allow distributing yuzu in the future with upgraded
dependencies, such as Qt.
The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.
This commit aims to address those issues.
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.)
Without using VK_EXT_robustness2, we can't consider the 'enabled' (not
null) vertex buffers as dynamic state, as this leads to invalid Vulkan
state. Move this to static state that is always hashed and compared in
the pipeline key.
The bits for enabled vertex buffers are moved into the attribute state
bitfield. This is not 'correct' as it's not an attribute state, but that
struct has bits to spare, and it's used in an array of 32 elements (the
exact same number of vertex buffer bindings).
The following command line arguments are supported:
yuzu.exe "path_to_game" - Launches a game at "path_to_game"
yuzu.exe -f - Launches the next game in fullscreen
yuzu.exe -g "path_to_game" - Launches a game at "path_to_game"
yuzu.exe -f -g "path_to_game" - Launches a game at "path_to_game" in fullscreen
Most of the time people write code that always returns a value,
terminates execution, throws an exception, or uses an unconventional
jump primitive.
This is not always true when we build without asserts on mainline builds.
To avoid introducing undefined behavior on our most used builds, enforce
this warning signalling an error and stopping the build from shipping.
Saves UISettings and Settings when booting a guest. Moves updating
UISettings::values from GMainWindow::closeEvent into its own function,
then reuses it in GMainWindow::BootGame.
The InputInterpreter class interfaces with HID to retrieve button press states. Input is intended to be polled every 50ms so that a button is considered to be held down after 400ms has elapsed since the initial button press and subsequent repeated presses occur every 50ms.
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Addresses an issue with the two competing versions of Conan's Boost
package that are currently floating around.
Adds the Boost::context target only if it's recognized by CMake as a
target.
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.
Some games such as NEKOPARA Vol. 3 send invalid device handles when calling InitializeVibrationDevice. Introduce a check to validate the device handle before use.
Changes the bound ccache directory to `/home/yuzu/.ccache` instead of
`/root/.ccache`, since the `/root` directory is not accessible by the
`yuzu` user in the guest container.
Fix CreateFullPath to have its intended previous behavior (whatever
that was), and deprecate it in favor of the new CreateDirs function.
Unlike CreateDir, CreateDirs is marked as [[nodiscard]] to avoid new
code ignoring its result value.
Converts creation and deletion functions over to std::filesystem,
simplifying our file-handling code.
Notably with this, CopyDir will now function on Windows.
Simplifies and removes some casts. In all cases, these were generally
widening from a 32-bit unsigned type to a 64-bit unsigned type, so no
information would be lost from the conversion.
Unicorn has been removed, yet CI still enables building with Unicorn.
This just cleans up a few leftovers by removing the variable from the
CMake parameters in CI.
fmt now automatically prints the numeric value of an enum class member
by default, so we don't need to use casts any more.
Reduces the line noise a bit.
Since this is inside a string literal, backslashes that are part of
regex syntax have to be escaped. But that's ugly, so convert to a raw
string instead.
Actually, two enum classes, since for some reason there are two separate
yet identical `PollFD` types used in the codebase. I get that one is
ABI-compatible with the Switch while the other is an abstract type used
for the host, but why not use `WSAPOLLFD` directly for the latter?
Anyway, why make this change? Because on Apple platforms, `POLL_IN`,
`POLL_OUT`, etc. (with an underscore) are defined as macros in
<sys/signal.h>. (This is inherited from FreeBSD.) So defining
a variable with the same name causes a compile error.
I could just rename the variables, but while I was at it I thought I
might as well switch to an enum for stronger typing.
Also, change the type used for values copied directly to/from the
`events` and `revents` fields of the host *native*
`pollfd`/`WSASPOLLFD`, from `u32` to `short`, as `short` is the correct
canonical type on both Unix and Windows.
`PhysicalCore`'s move assignment operator was declared as `= default`,
but was implicitly deleted because `PhysicalCore` has fields
of reference type. Switch to explicitly deleting it to avoid a Clang
warning.
The move *constructor* is still defaulted, and is required to exist due
to the use of `std::vector<PhysicalCore>`.
- Add a type check so that calling Push with an invalid type produces a
compile error rather than a linker error.
- vi.cpp was calling Push with a variable of type `std::size_t`.
There's no explicit overload for `size_t`, but there is one for `u64`,
which on most platforms is the same type as `size_t`. On macOS,
however, it isn't: both types are 64 bits, but `size_t` is `unsigned
long` and `u64` is `unsigned long long`. Regardless, it makes more
sense to explicitly use `u64` here instead of `size_t`.
The previous definition was:
#define NUM(field_name) (sizeof(Maxwell3D::Regs::field_name) / sizeof(u32))
In cases where `field_name` happens to refer to an array, Clang thinks
`sizeof(an array value) / sizeof(a type)` is an instance of the idiom
where `sizeof` is used to compute an array length. So it thinks the
type in the denominator ought to be the array element type, and warns if
it isn't, assuming this is a mistake.
In reality, `NUM` is not used to get array lengths at all, so there is no
mistake. Silence the warning by applying Clang's suggested workaround
of parenthesizing the denominator.
On Apple platforms, FALSE and TRUE are defined as macros by
<mach/boolean.h>, which is included by various system headers.
Note that there appear to be no actual users of the names to fix up.
Specifically:
const auto size = sdl2_config->GetInteger("System", "users_size", 0);
The variable is never used, producing a warning. I wondered if this
ought to be assigning something to in `Settings`, but nothing else in
the codebase ever mentions a setting called "users_size", so I guess
it's safe to remove...
Migrates the video core code closer to enabling variable shadowing
warnings as errors.
This primarily sorts out shadowing occurrences within the Vulkan code.
This was only necessary for use with the
avcodec_decode_video2/avcoded_decode_audio4 APIs which are also
deprecated.
Given we use avcodec_send_packet/avcodec_receive_frame, this isn't
necessary, this is even indicated directly within the FFmpeg API changes
document here on 2017-09-26:
https://github.com/FFmpeg/FFmpeg/blob/master/doc/APIchanges#L410
This prevents our code from breaking whenever we update to a newer
version of FFmpeg in the future if they ever decide to fully remove this
API member.
yuzu's web applet does not or barely reacts to user input while open in
Linux. It can be closed via 'Exit Web Applet' on the menubar, however if
yuzu is in fullscreen, this is effectively a softlock as the menubar
cannot be accessed.
This disables building yuzu with the web applet on the Linux CI target.
In addition, this disables the QMessageBox warning about not having
compiled yuzu with the web applet.
This Clang warning complains when offsetof is used on a
non-standard-layout type (i.e. any class using various C++ features),
even though it works fine (and is not undefined behavior as of C++17).
Removes all remaining usages of the global system instance. After this,
migration can begin to migrate to being constructed and managed entirely
by the various frontends.
Force early fragment tests when the 3D method is enabled.
The established pipeline cache takes care of recompiling if needed.
This is implemented only on Vulkan to avoid invalidating the shader
cache on OpenGL.
error: unknown warning option '-Werror=unused-but-set-parameter'; did you mean '-Werror=unused-parameter'? [-Werror,-Wunknown-warning-option]
error: unknown warning option '-Werror=unused-but-set-variable'; did you mean '-Werror=unused-const-variable'? [-Werror,-Wunknown-warning-option]
- Use .at() instead of raw indexing when dealing with untrusted indices.
- For the special case of WaitFence with syncpoint id UINT32_MAX,
instead of crashing, log an error and ignore. This is what I get when
running Super Mario Maker 2.
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
Add a std::bit_cast-like function archiving the same runtime results as
the standard function, without compile time support.
This allows us to use bit_cast while we wait for compiler support, it
can be trivially replaced in the future.
VirtualBuffer makes use of VirtualAlloc (on Windows) and mmap() (on
other platforms). Neither of these ensure that non-trivial objects are
properly constructed in the allocated memory.
To prevent potential undefined behavior occurring due to that, we can
add a static assert to loudly complain about cases where that is done.
Makes page tables and virtual buffers able to be moved, but not copied,
making the interface more flexible.
Previously, with the destructor specified, but no move assignment or
constructor specified, they wouldn't be implicitly generated.
Preliminary work for upmixing & general cleanup. Fixes basic issues in games such as Shovel Knight and slightly improves the LEGO games. Upmixing stitll needs to be implemented.
Audio levels in a few games will be fixed as we now use the downmix coefficients when possible instead of supplying our own
Upon further investigation, these commands allow temporary vibrations even when the "Controller Vibration" system setting is disabled. As a result, vibrations are allowed when either the system setting or this flag is set to true. Therefore, we can only block vibrations when both flags are set to false.
Not all controllers have a SDL_GameController binding. This caused controllers not present in the SDL GameController database to have buttons mapped instead of axes.
Furthermore, it was not possible to invert the axes when it could be useful such as emulating a horizontal single joycon or other potential cases. This allows us to invert the axes by reversing the order of mapping (vertical, then horizontal).
Previously we used a vibration filter that filters out amplitudes close to each other. It turns out there are cases where this results into vibrations that are too inaccurate. Remove this and move the 100Hz vibration filter (Only allowing a maximum of 100 vibrations per second) from sdl_impl to npad when enable_accurate_vibrations is set to false.
Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected.
Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue.
A vibration device is an input device that returns an unsigned byte as status.
It represents whether the vibration device supports vibration or not.
If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
Allows for enabling and modifying vibration and vibration strength per player.
Also adds a toggle for enabling/disabling accurate vibrations.
Co-authored-by: Its-Rei <kupfel@gmail.com>
The implementation of these commands seem incomplete and causes rumble in Super Mario Party to stop working since only EndPermitVibrationSession is called. Thus, these are better off being marked as a stub until this can be investigated more thoroughly.
Sending too many state changes in a short period of time can cause massive performance issues.
As a result, we have to use several heuristics to reduce the number of state changes to minimize/eliminate this performance impact while maintaining the quality of these vibrations as much as possible.
This allows setting the vibration strength percentage anywhere from 1% to 100%.
Also hooks up the remaining motion button and checkbox in the Controller Applet.
Some parameters need to be doubleword aligned due to the presence of the applet_resource_user_id.
Previously, this value was invalid in many commands where it was not doubleword aligned when popped.
The first u32 describes the vibration device type which is a Linear Resonant Actuator used in Nintendo Switch controller hardware.
The second u32 describes the vibration device position, in this case distinguishing between left and right vibration actuators.
Pro Controllers have 2 LRAs each that can vibrate independently of each other, which means they have 2 distinct vibration device handles to distinguish between the two actuators.
Similarly for joycons, the left joycon can be distinguished from the right joycon through the vibration device handle since each joycon has 1 LRA.
RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults().
This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().
Previously mouse clicks will not register when touch is disabled.
This rectifies that and allows mouse clicks to be mapped to other buttons if the touchscreen is disabled.
With this, the "Input Devices" combobox should accurately reflect the input device being used and disallows inputs from other input devices unless the input device is set to "Any".
This reduces the overhead of bounds checking on each element.
It won't reduce the cost of allocation because usually this vector's
capacity is usually large enough to hold whatever we push to it.
Changes QMessageBox usages to warnings, as the problems they bring to
light are being safely handled by the application and do not warrant
something of the "critical" level.
Changes LOG_CRITICAL to LOG_ERROR for the same reason. Preferring ERROR
to WARNING as yuzu is denying loading of any guest applications after
checking for these conditions.
Moved logging the GL_RENDERER string into GetUnsupportedGLExtensions()
to make more clear that unsupported extensions were already being
logged. Makes placement of the logs easier to understand later, as well.
Changes the first message to not include the OpenGL version, as the
error is caused by OpenGL failing to load.
Adds a new check for OpenGL version 4.3. This will display a message
with a similar error as well as the GL_RENDERER string. Adds a CRITICAL
log message when triggered. This prevents a crash with yuzu trying to
use older OpenGL versions.
Modifies the unsupported extension message to output the GL_RENDERER
string in the message, as well as logging the string.
Resolves numerous deprecation warnings throughout the codebase due to
inclusion of this header. Now building core should be significantly less
noisy (and also relying on less global state).
This also uncovered quite a few modules that were relying on indirect
includes, which have also been fixed.
The interrupt handler contains a std::atomic_bool, which isn't copyable
or movable, so the special move member functions will always be deleted,
despite being defaulted.
This can resolve warnings on clang and GCC.
Some games like Cave Story+ set invalid values in the ControllerPrivateArg's mode and caller fields.
Use other fields to determine the appropriate mode and caller should either or both fields be invalid.
- This works similiar to GetAlbumContentsFileListForApplication.
- Since we do not implement the album, this should be safe to stub for now.
- Used by Super Smash Bros. Ultimate (newer updates) in World of Light.
Hides all of the implementation details for users of the class. This has
the benefit of reducing includes and also making the fiber classes
movable again.
Unicorn long-since lost most of its use, due to dynarmic gaining support
for handling most instructions. At this point any further issues
encountered should be used to make dynarmic better.
This also allows us to remove our dependency on Python.
Allows our CI to catch more potential bugs. This also removes the
[[nodiscard]] attribute of IOFile's Open member function. There are
cases where a file may want to be opened, but have the status of it
checked at a later time.
It's deprecated in the language to autogenerate these if the destructor
for a type is specified, so we can explicitly specify how we want these
to be generated.
The API of VP9 exposes a WasFrameHidden() function which accesses this
member. Given the constructor previously didn't initialize this member,
it's a potential vector for an uninitialized read.
Instead, we can initialize this to a deterministic value to prevent that
from occurring.
* The web_service http request is now fixed on Windows (R) platform.
* The issue is due to a complicated race-condition in `httplib`, a detailed
explanation is available at https://github.com/yhirose/cpp-httplib/pull/701
* A pending Pull Request on `httplib` has been applied to remedy the
said race-condition.
* The socket availability check is removed due to a behavioral chice of
`httplib` that a socket will not be created before any actual request
is sent.
This implements texture cube arrays with shadow comparisons but doesn't
fix the asserts related to it.
Fixes out of bounds reads on swizzle constructors and makes them use
bounds checked ::at instead of the unsafe operator[].
Previous to this commit, the tests were using operator[] from
unordered_map to query elements but this silently inserts empty elements
when they don't exist. If all threads were executed without concurrency,
this wouldn't be an issue, but the same unordered_map could be written
from two threads at the same time. This is a data race and makes some
previously inserted elements invisible for a short period of time,
causing them to insert and return an empty element. This default
constructed element (a zero) was used to index an array of fibers that
asserted when one of them was nullptr, shutting the test session off.
To address this issue, lock on thread id reads and writes. This could be
a shared mutex to allow concurrent reads, but the definition of
std::this_thread::get_id is fuzzy when using non-standard techniques
like fibers. I opted to use a standard mutex.
While we are at it, fix the included headers.
* A regression was in 39c8d18 and token verification function was
broken.
* The reason being `httplib` now requires OpenSSL 1.1+ API while
LibreSSL 2.x provided OpenSSL 1.0 compatible API.
* The bundled LibreSSL has been updated to 3.2.2 so it now provides
OpenSSL 1.1 compatible API now.
* Also the path hint has been added so that it will find the correct
path to the CA certs on *nix systems.
* An option is provided so that *nix system distributions/providers can
use their own SSL implementations when compiling Yuzu/Citra to
(hopefully) complies with their maintenance guidelines.
* LURLParse is also removed since `httplib` can handle
`scheme:host:port` string itself now.
This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library.
The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data.
To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library.
Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header.
Async GPU is not properly implemented at the moment.
Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
It turns out that after a controller is disconnected, there is a chance that events from the previous controller are sent/processed after it has been disconnected.
This causes the previously disconnected controller to reappear as connected due to GetSDLJoystickBySDLID() emplacing this controller back to the map.
Fix this by only returning an SDLJoystick if and only if it exists in the map.
These compiler flags aren't shared with clang, so specifying these flags
unconditionally can lead to a bit of warning spam.
While we're in the area, we can also enable -Wunused-but-set-parameter
given this is almost always a bug.
This emulates the behavior we get on GLSL with regular SSBOs with a
pointer + length pair. It aims to be consistent with the crashes we
might get.
Out of bounds stores are ignored. Atomics are ignored and return zero.
Reads return zero.
Previously, the lower bound wasn't being used and zero was being used as
the lower bound every time this function was called.
This affects the outcome of some of the randomized entries a little bit,
for example, the lower-bound for beard and mustache flags was supposed
to be 1, not 0.
Aside from these cases, the bug didn't affect anything else.
Previously, disconnecting a controller still leaves a null SDLJoystick entry within the vector of SDLJoysticks mapped by GUID.
When a DirectInput device of the same GUID is reconnected, it adds that device to a new port causing non-detectable input.
Furthermore, opening the "Configure" menu would cause yuzu to crash since it first tries to resolve the name of a null SDLJoystick entry that was not removed.
Resolve this by properly erasing the SDLJoystick entry from the vector.
Locks on GetCurrentHostThreadID were causing performance issues
according to Visual Studio's profiler. It was consuming twice the time
as arm_interface.Run(). The cost was not in the function itself but in
the lockinig it required.
Reimplement these functions using atomics and static storage instead of
an unordered_map. This is a side effect to avoid locking and using linked
lists for reads.
Replace unordered_map with a linear search.
Makes our error coverage a little more consistent across the board by
applying it to Linux side of things as well. This also makes it more
consistent with the warning settings in other libraries in the project.
This also updates httplib to 0.7.9, as there are several warning
cleanups made that allow us to enable several warnings as errors.
Vulkan has requirements for primitive topologies that don't play nicely
with yuzu's. Since it's only 4 bits, we can move it to fixed state
without changing the size of the pipeline key.
- Fixes a regression on recent Nvidia drivers on Fire Emblem: Three
Houses.
RDNA devices seem to crash when using VK_EXT_extended_dynamic_state in
the latest 20.9.2 proprietary Windows drivers. As a workaround, for now
we block device names corresponding to current RDNA released products.
TMML takes an array argument that has no known meaning, this one appears
as the first component in gpr8 followed by s, t and r. Skip this
component when arrays are being used. Also implement CUBE texture types.
- Used by Pikmin 3: Deluxe Demo.
The old code had a sort function that was invalid and it didn't work as
expected when the base vector had a different order (e.g. renderdoc was
attached).
This sorts devices as expected and fixes a debug assert on MSVC.
From -fsanitize=address, this code wasn't calling the proper destructor.
Adding virtual destructors for each inherited class and the base class
fixes this bug.
While we are at it, mark the functions as final.
Using the Qt::WindowStaysOnTopHint flag allows these dialogs to show up on top while running in fullscreen. However, if yuzu goes out of focus (by alt-tabbing or otherwise), this flag does not seem to have an effect.
The previous fix only partially solved the issue, as only certain GPUs that needed 9 or less MiB subtracted would work (i.e. GTX 980 Ti, GT 730). This takes from DXVK's example to divide `heap_size` by 2 to determine `allocable_size`. Additionally tested on my Quadro K4200, which previously required setting it to 12 to boot.
While were at it, we can also enable sign conversion warnings and other
common warnings as errors to prevent these from creeping back into the
codebase.
When HEADER_GENERATOR was included in the DEPENDS section of custom
commands, msbuild assumed this was always modified. Changing this file
is not common so we can remove it from there.
Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.
This also makes it consistent how we return empty optionals.
This is used in multiple games such as:
- Clubhouse Games: 51 Worldwide Classics
- Grandia HD Collection
- XCOM 2 Collection
- Baldur's Gate 1/2
- Dr Kawashima's Brain Training
- Super Mario 3D All-Stars
This is a hack to destroy all HostCounter instances before the base
class destructor is called. The query cache should be redesigned to have
a proper ownership model instead of using shared pointers.
For now, destroy the host counter hierarchy from the derived class
destructor.
This reworks how host<->device synchronization works on the Vulkan
backend. Instead of "protecting" resources with a fence and signalling
these as free when the fence is known to be signalled by the host GPU,
use timeline semaphores.
Vulkan timeline semaphores allow use to work on a subset of D3D12
fences. As far as we are concerned, timeline semaphores are a value set
by the host or the device that can be waited by either of them.
Taking advantange of this, we can have a monolithically increasing
atomic value for each submission to the graphics queue. Instead of
protecting resources with a fence, we simply store the current logical
tick (the atomic value stored in CPU memory). When we want to know if a
resource is free, it can be compared to the current GPU tick.
This greatly simplifies resource management code and the free status of
resources should have less false negatives.
To workaround bugs in validation layers, when these are attached there's
a thread waiting for timeline semaphores.
The context menu was removed in Mjölnir Part 1 as part of the input rewrite as we were unaware of it's usage statistics.
However, as this was the only way to clear the inputs of individual buttons, this PR will re-add it back in.
Previously we assumed a submission package can only contain one Program NCA with a single TitleID.
However, Super Mario 3D All-Stars contains four Program NCAs, each with their unique TitleIDs.
This accounts for the existence of multi-content games such as this one.
- Fixes booting Super Mario 3D All-Stars from the games list.
In a lot of cases, we can make use of const references rather than
non-const references.
While we're in the area we can silence some truncation and sign
conversion warnings.
Now all that remains is:
18 instances in file_sys code
14 instances in GDB stub code (this can be tossed wholesale)
4 instances in HLE code
2 instances in settings code.
Previously this function was using ~16KB of stack (16528 bytes), which
was caused by the function arguments being taken by value rather than by
reference.
We can make this significantly lighter on the stack by taking them by
reference.
We make it explicit that we're truncating arithmetic here to resolve
compiler warnings (even if the sizes weren't u32/u64 arithmetic
generally promotes to int :<)
There have been reports of quite heavy input lag in the past.
Compared to Citra for example, our pad_update_ns value is very high.
So let's decrease it and see if it helps with this problem.
Now that the GPU is initialized when video backends are initialized,
it's no longer needed to query components once the game is running: it
can be done when yuzu is booting.
This allows us to pass components between constructors and in the
process remove all Core::System references in the video backend.
This allows toggling motion on or off, and allows access to the motion configuration.
Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
- Some games like Shipped have a minimum requirement of 0 connected players and is undesired behavior. We must require a minimum of 1 player connected regardless of what games may ask.
Now left and right joycons have the same priority (meaning both needs to be supported by the game).
Explanation of the new heuristic:
Assign left joycons to even player indices and right joycons to odd player indices.
We do this since Captain Toad Treasure Tracker expects a left joycon for Player 1 and a right Joycon for Player 2 in 2 Player Assist mode.
Given we have two libraries that seem to use the same identifier, we can
alter one of them so that the variable is used in place, effectively
changing the used identifier, but without altering the source of
libusb.
'driver_id' can only be known on Vulkan 1.1 after creating a logical
device. Move the driver id check to disable
VK_EXT_extended_dynamic_state after the logical device is successfully
initialized.
The Vulkan device will have the extension enabled but it will not be
used.
I made a request on the Xbyak issue tracker to allow some constructors
to be constexpr in order to avoid static constructors from needing to
execute for some of our register constants.
This request was implemented, so this updates Xbyak so that we can make
use of it.
The main problem is the loss of compatibility with some controllers, but there are also
unwanted changes to the behaviour of PS4 controllers (hardcoded lightbar color).
Due to the way Qt performs destruction of parent/child widgets, we need
to make the lifetime of the input subsystem shared across the main
window and the render window.
The purpose of make_tuple is that you don't need to explicitly type out
the types of the things that comprise said tuple.
Given this just returns default values, we can simplify this a bit.
Vertex binding's <stride> is bugged on AMD's proprietary drivers when
using VK_EXT_extended_dynamic_state. Blacklist it for now while we
investigate how to report this issue to AMD.
Abstracts most of the input mechanisms under an InputSubsystem class
that is managed by the frontends, eliminating any static constructors
and destructors. This gets rid of global accessor functions and also
allows the frontends to have a more fine-grained control over the
lifecycle of the input subsystem.
This also makes it explicit which interfaces rely on the input subsystem
instead of making it opaque in the interface functions. All that remains
to migrate over is the factories, which can be done in a separate
change.
We can place the external in an inner folder and manage the custom files
necessary to integrate it with CMake directly. This allows us to
directly change how we use it with our build system, as opposed to
needing to change a fork.
As reported by tsan, SelectThreads could write to
is_context_switch_pending holding a mutex while SwitchToCurrent reads it
without holding any.
It is assumed that the author didn't want an atomic here, so the code is
reordered so that whenever is_context_switch_pending is read inside
SwitchToContext, the mutex is locked.
As reported by tsan, host_thread_ids could be read while
any of the RegisterHostThread variants were called.
To fix this, lock the register mutex when yuzu is running in multicore
mode and GetCurrentHostThreadID is called.
5.95 contains a potentially backward-compatibility breaking change, so
we should be updating to this to ensure that our code remains
forward-compatible.
The extended logging option is automatically disabled on boot but can be enabled afterwards, allowing the log file to go up to 1 GB during that session.
This commit also fixes a few errors that are present in the general debug menu.
Two of the members of the MicroProfileThreadLog contains two std::atomic
instances. Given these aren't trivially-copyable types, we shouldn't be
memsetting the structure, given implementation details can contain other
members within it.
To avoid potential undefined behavior on platforms, we can use aggregate
initialization to zero out the members while still having well-defined
behavior.
While we're at it we can also silence some sign conversion warnings.
Add the necessary CMake code to copy the contents in a string source
shader (GLSL or GLASM) to a header file then consumed by video_core
files.
This allows editting GLSL in its own files without having to maintain
them in source files.
For now, only OpenGL presentation shaders are moved, but we can add
GLASM presentation shaders and static SPIR-V generation through
glslangValidator in the future.
This is the only place it's actively used. It's also more appropriate
for web-related structures to be within the web service target.
Especially given this one doesn't rely on anything in the common
library.
State track the current primitive topology with a regular comparison
instead of using dirty flags.
This fixes a bug in dirty flags for this particular state and it also
avoids unnecessary state changes as this property is stored in a
frequently changed bit field.
Migrates a remaining common file over to the Common namespace, making it
consistent with the rest of common files.
This also allows for high-traffic FS related code to alias the
filesystem function namespace as
namespace FS = Common::FS;
for more concise typing.
These are intentionally discarded internally, since the rest of the
public API allows querying success. We want all non-internal uses of
these functions to be explicitly checked, so we can signify that we
intentionally want to discard the return values here.
We can simplify this function down into a single line with the use of
fmt. A benefit with the fmt approach is that the fmt variant of
localtime is thread-safe as well, making GetOsTimeZoneOffset()
thread-safe as well.
Creates a new entry in the Emulation menu called "Configure Current Game..." that is only available if a game is currently being executed in yuzu. When selected, it opens the game properties dialog for the current game.
Thanks to @BSoDGamingYT for reminding me to do this.
Now that clang-format makes [[nodiscard]] attributes format sensibly, we
can apply them to several functions within the common library to allow
the compiler to complain about any misuses of the functions.
We can query the given object name directly from the widget itself. This
removes any potential for forgetting to change the name if the widget
gets renamed and makes the API much simpler (just pass in the widget,
and not worry about its name).
This was assigning the field to itself, which is a no-op. The size
doesn't change between its initial assignment and this one, so this is a
safe change to make.
Allows the compiler to warn about cases where the constructor is used
but then immediately discarded, which is a potential cause of
locking/unlocking bugs.
Does not allocate more threads than available in the host system for boot-time shader compilation and always allocates at least 1 thread if hardware_concurrency() returns 0.
There were two issues with block linear copies. First the swizzling was
wrong and this commit reimplements them.
The other issue was that these copies are generally used to download
render targets from the GPU and yuzu was not downloading them from
host GPU memory unless the extreme GPU accuracy setting was selected.
This commit enables cached memory reads for all accuracy levels.
- Fixes level thumbnails in Super Mario Maker 2.
This makes it more inline with its currently unavailable standardized
analogue std::derived_from.
While we're at it, we can also make the template match the requirements
of the standardized variant as well.
Previously the constructor for all of these would run at program
startup, consuming time before the application can enter main().
This is also particularly dangerous, given the logging system wouldn't
have been initialized properly yet, yet the program would use the logs
to signify an error.
To rectify this, we can replace the literals with constexpr functions
that perform the conversion at compile-time, completely eliminating the
runtime cost of initializing these arrays.
- In `SetCurrentThreadName`, when on Linux, truncate to 15 bytes, as (at
least on glibc) `pthread_set_name_np` will otherwise return `ERANGE` and
do nothing.
- Also, add logging in case `pthread_set_name_np` returns an error
anyway. This is Linux-specific, as the Apple and BSD versions of
`pthread_set_name_np return `void`.
- Change the name for CPU threads in multi-core mode from
"yuzu:CoreCPUThread_N" (19 bytes) to "yuzu:CPUCore_N" (14 bytes) so it
fits into the Linux limit. Some other thread names are also cut off,
but I didn't bother addressing them as you can guess them from the
truncated versions. For a CPU thread, truncation means you can't see
which core it is!
On DragonFly and NetBSD build fails with
src/common/virtual_buffer.cpp
src/common/virtual_buffer.cpp:16:10: fatal error: sys/sysinfo.h: No such file or directory
#include <sys/sysinfo.h>
^~~~~~~~~~~~~~~
We can add a helper function to make creation of these files nicer.
While we're at it, we can eliminate an unnecessary std::array copy in
the constructor. This makes the overhead on some of these functions way
less intensive, given some arrays were quite large.
e.g. The timezone location names are 9633 bytes in size.
In some rare instances, the patch manager is not able to find a control nca, fallback to the previous method of parsing a control nca through the loader if this occurs.
Previously NAND/SDMC installed titles would open device saves when they are supposed to be user saves. This is due to the control nca not being read and thus returns 0 for both GetDefaultNormalSaveSize() and GetDeviceSaveDataSize(). Fix this by utilizing the patch manager to read the control nca.
Previously the map of entries was being cleared while looping through each game directory, this resulted into all game directories except the last game dir to lose content metadata information. Fix this by clearing the entries only once.
In a few places, the data to be set as the IV is already within an array.
We shouldn't require this data to be heap-allocated if it doesn't need
to be. This allows certain callers to reduce heap churn.
The general pattern is to mark mutexes as mutable when it comes to
matters of constness, given the mutex acts as a transient member of a
data structure.
I made a review comment about this in the PR that this was introduced
in (#3955, commit 71c4779211), but it
seems to have been missed.
We shouldn't be using this pragma here because it's MSVC specific. This
causes warnings on other compilers.
The test it's surrounding is *extremely* dubious, but for the sake of
silencing warnings on other compilers, we can mark "placebo" as volatile
and be on with it.
* ipc: Allow all trivially copyable objects to be passed directly into WriteBuffer
With the support of C++20, we can use concepts to deduce if a type is an STL container or not.
* More agressive concept for stl containers
* Add -fconcepts
* Move to common namespace
* Add Common::IsBaseOf
Oddly enough the scan that feeds the manual content provider is hardcoded to scan 2 nested directories deep.
This effectively rendered the scan subdirectories setting useless as the manual content provider cannot find any games located more than 2 nested directories deep.
Furthermore, this behavior causes game files to be picked up by the manual content provider even if scan subdirectories is disabled.
FIx this by utilizing the behavior described when populating the game list for populating the content provider.
Hides the following options when the title id is 0:
- Open Save Location
- Open Mod Data Location
- Open Transferable Shader Cache
- All removal options except Remove Custom Configuration
This implements: Socket, Poll, Accept, Bind, Connect, GetPeerName,
GetSockName, Listen, Fcntl, SetSockOpt, Shutdown, Recv, RecvFrom,
Send, SendTo, Write, and Close
The implementation was done referencing: SwIPC, switchbrew, testing
with libnx and inspecting its code, general information about bsd
sockets online, and analysing official software.
Not everything from these service calls is implemented, but everything
that is not implemented will be logged in some way.
This abstraction allows executing blocking functions (like recvfrom on a
socket configured for blocking) without blocking the service thread.
It is intended to be used with SleepClientThread.
Makes the interface future-proofed for supporting other platforms in the event we ever support platforms with differing pointer sizes. This way, we have a type in place that is always guaranteed to be able to represent a pointer exactly.
The puller register array is made up of u32s however the `NUM_REGS` value is the size in bytes, so switch it to avoid making the struct unnecessary large. Also fix a small typo in a comment.
Not using the return value of these functions are undeniably the source
of a bug. This way we allow compilers to loudly make any future misuses
evident.
Fixes the override highlights in per-game settings from looking weird when viewed on the Dark or Midnight Blue themes by setting QLabels to have transparent backgrounds by default.
Also apparently adds a newline to the end of the Dark theme's qss file.
src/core/network/network.cpp:112:28: error: use of undeclared identifier 'SHUT_RD'
constexpr int SD_RECEIVE = SHUT_RD;
^
src/core/network/network.cpp:113:25: error: use of undeclared identifier 'SHUT_WR'
constexpr int SD_SEND = SHUT_WR;
^
src/core/network/network.cpp:114:25: error: use of undeclared identifier 'SHUT_RDWR'
constexpr int SD_BOTH = SHUT_RDWR;
^
src/core/network/network.cpp:120:37: error: unknown type name 'in_addr'; did you mean 'in_addr_t'?
constexpr IPv4Address TranslateIPv4(in_addr addr) {
^~~~~~~
in_addr_t
/usr/include/netdb.h:66:20: note: 'in_addr_t' declared here
typedef __uint32_t in_addr_t;
^
src/core/network/network.cpp:121:27: error: member reference base type 'in_addr_t' (aka 'unsigned int') is not a structure or union
const u32 bytes = addr.s_addr;
~~~~^~~~~~~
src/core/network/network.cpp:121:15: error: variables defined in a constexpr function must be initialized
const u32 bytes = addr.s_addr;
^
src/core/network/network.cpp:126:10: error: incomplete result type 'sockaddr' in function definition
sockaddr TranslateFromSockAddrIn(SockAddrIn input) {
^
/usr/include/netdb.h:142:9: note: forward declaration of 'sockaddr'
struct sockaddr *ai_addr; /* binary address */
^
src/core/network/network.cpp:127:5: error: unknown type name 'sockaddr_in'; did you mean 'sockaddr'?
sockaddr_in result;
^~~~~~~~~~~
sockaddr
/usr/include/netdb.h:142:9: note: 'sockaddr' declared here
struct sockaddr *ai_addr; /* binary address */
^
src/core/network/network.cpp:127:17: error: variable has incomplete type 'sockaddr'
sockaddr_in result;
^
/usr/include/netdb.h:142:9: note: forward declaration of 'sockaddr'
struct sockaddr *ai_addr; /* binary address */
^
src/core/network/network.cpp:131:29: error: use of undeclared identifier 'AF_INET'
result.sin_family = AF_INET;
^
src/core/network/network.cpp:135:29: error: use of undeclared identifier 'AF_INET'
result.sin_family = AF_INET;
^
src/core/network/network.cpp:139:23: error: use of undeclared identifier 'htons'
result.sin_port = htons(input.portno);
^
src/core/network/network.cpp:143:14: error: variable has incomplete type 'sockaddr'
sockaddr addr;
^
/usr/include/netdb.h:142:9: note: forward declaration of 'sockaddr'
struct sockaddr *ai_addr; /* binary address */
^
src/core/network/network.cpp:156:1: error: unknown type name 'linger'
linger MakeLinger(bool enable, u32 linger_value) {
^
src/core/network/network.cpp:157:5: error: unknown type name 'linger'
linger value;
^
src/core/network/network.cpp:185:16: error: use of undeclared identifier 'AF_INET'
return AF_INET;
^
src/core/network/network.cpp:195:16: error: use of undeclared identifier 'SOCK_STREAM'
return SOCK_STREAM;
^
src/core/network/network.cpp:197:16: error: use of undeclared identifier 'SOCK_DGRAM'
return SOCK_DGRAM;
^
src/core/network/network.cpp:207:16: error: use of undeclared identifier 'IPPROTO_TCP'
return IPPROTO_TCP;
^
fatal error: too many errors emitted, stopping now [-ferror-limit=]
This picks a default directory and file name. If on Windows and save-as screenshot saving is enabled, it asks the user, first defaulting to the default screenshot path, and with a default filename in the format `[title_id]_[year-mt-dy_hr-mn-sc-msc].png`. Otherwise, or on Linux for now, it simply saves a file in that directory with that file name.
This adds two options to the General -> UI tab. The first disables picking a place to save the file. The second chooses a default directory for saving screenshots.
We can make use of emplace()'s return value to determine whether or not
we need to perform an increment.
emplace() performs no insertion if an element already exist, so this can
eliminate a find() call.
The way the configurations are set up, it is not trivial to do this. I'll leave it as is, but the API selection, and the background color and volume slider selectors are kind of not following the style.
I noticed some of the code could be reduced to just passing the function an int, since I was doing the same thing over and over. Also clang-formats configure_graphics
Sets up initial support for implementing colored tristate functions. These functions color a QWidget blue when it's overriding a global setting, and discolor it when not. The lack of color indicates it uses the global state, replacing the Qt::CheckState::PartiallyChecked state with the global state.
This commit adds a network abstraction designed to implement bsd:s but
at the same time work as a generic abstraction to implement any
networking code we have to use from core.
This is implemented on top of BSD sockets on Unix systems and winsock on
Windows. The code is designed around winsocks having compatibility
definitions to support both BSD and Windows sockets.
In file included from src/core/hle/kernel/memory/page_table.cpp:5:
src/./common/alignment.h:67:68: error: no member named 'align_val_t' in namespace 'std'
return static_cast<T*>(::operator new (n * sizeof(T), std::align_val_t{Align}));
~~~~~^
src/./common/alignment.h:71:51: error: no member named 'align_val_t' in namespace 'std'
::operator delete (p, n * sizeof(T), std::align_val_t{Align});
~~~~~^
NV_shader_buffer_{load,store} is a 2010 extension that allows GL applications
to use what in Vulkan is known as physical pointers, this is basically C
pointers. On GLASM these is exposed through the LOAD/STORE/ATOM
instructions.
Up until now, assembly shaders were using NV_shader_storage_buffer_object.
These work fine, but have a (probably unintended) limitation that forces
us to have the limit of a single stage for all shader stages. In contrast,
with NV_shader_buffer_{load,store} we can pass GPU addresses to the
shader through local parameters (GLASM equivalent uniform constants, or
push constants on Vulkan). Local parameters have the advantage of being
per stage, allowing us to generate code without worrying about binding
overlaps.
Previously, the method wasn't modifying any class state and therefore not having any effects when called.
Since this has been the case for a very long time now, I'm not sure if we couldn't just remove this method altogether.
Given the expression involves a 32-bit value, this simplifies down to
just: 0x3ffffff. This is likely a remnant from testing that was never
cleaned up.
Resolves a -Wshift-overflow warning.
The purpose of make_pair is generally to deduce the types within the
pair without explicitly specifying the types, so these usages were
generally unnecessary, particularly when the type is enforced by the
array declaration.
If subdirectories exist in the given path parameter and don't exist in the real filesystem create them prior to creating the files within.
This fixes the softlocks upon save creation in The Legend of Zelda: Breath of the Wild
These aren't directly important or commonly used within the process, so
we can move these to the bottom to allow everything else to be more
likely to be within a cache line.
In all usages of LogSetting(), string literals are provided.
std::string_view is better suited here, as we won't churn a bunch of
string allocations every time the settings are logged out.
While we're at it, we can fold LogSetting() into LogSettings(), given
it's only ever used there.
- This checks for and removes old updates or dlc based on title id. If a content meta nca exists within the registered cache, it will attempt to remove all the ncas associated with the content meta before installing a new update/dlc
Another error that got pass me and only noticed when I was doing the per-game settings UI rework. This prevents asynchronous GPU emulation from being disabled while multi core is enabled as a result of a poorly put together per-game config.
This is likely an oversight during a rebase. Guards use_multi_core to be only set when the global value is in use. It should not make a difference given the current code base, but makes the code sensible.
Profiling shows that this is a highly contested mutex, causing dimishing
results compared to a OS lock. std::mutex implementations can spin for a
while before falling back to an OS lock.
This avoids wasting precious CPU cycles in a no-op.
When zero byte files are present, the key (offset) for that file is identical to the file right after. A std::map isn't able to fit key-value pairs with identical keys (offsets), therefore, the solution is to use std::multimap which permits multiple entries with the same key.
This most prominently fixes Pokemon Sword and Shield weather with any RomFS mod applied.
In cases where the size is not a known constant when inlining, AlignUp<std::size_t> currently generates two 64-bit div instructions.
This generates one div and a cmov which is significantly cheaper.
Provides the buildbot with one builder that is always tracking the
latest version of the C++ standard, allowing us to progressively rectify
our code and amend any differences between standards over time instead
of waiting for a complete standard change, potentially breaking a lot of
code all at once.
Keeps the package up to date with the latest major release of fmt.
This version brings in quite a bit of improvements, such as code size
reduction, etc.
Change GOB sizes from free-functions to constexpr constants.
Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels
into a 3D texture and use it for 3D copies.
The file wasn't closed prior to being renamed / moved, throwing an error that states "The process cannot access the file because it is being used by another process." Fix this by closing the file prior to a rename / move operation.
Fixes saving in Luigi's Mansion 3 and KATANA KAMI: A Way of the Samurai Story.
Key issues fixed:
- Progress dialog showing up as white/hanging/getting stuck/unresponsive.
Key changes:
- Progress dialog now shows progress as a function of all files instead of per nca within a file.
- Overwrite existing files will overwrite all files in the selection.
We should not be limited by the SDMC's partition size, set this to 1 TiB. Hardware is limited to the max allowed by the MBR partition table which is 2 TiB.
Sets the total space of user and system partitions to their hardware defaults.
Furthermore, return the total space as free space for the user partition to prevent it from reaching zero.
Some games like Bioshock 2 check for the available free space prior to save creation, and we should not be limited by arbitrary limits.
* Switch game settings to use a pointer
In order to add full per-game settings, we need to be able to tell yuzu to switch
to using either the global or game configuration. Using a pointer makes it easier
to switch.
* configuration: add new UI without changing existing funcitonality
The new UI also adds General, System, Graphics, Advanced Graphics,
and Audio tabs, but as yet they do nothing. This commit keeps yuzu
to the same functionality as originally branched.
* configuration: Rename files
These weren't included in the last commit. Now they are.
* configuration: setup global configuration checkbox
Global config checkbox now enables/disables the appropriate tabs in the game
properties dialog. The use global configuration setting is now saved to the
config, defaulting to true. This also addresses some changes requested in the PR.
* configuration: swap to per-game config memory for properties dialog
Does not set memory going in-game. Swaps to game values when opening the
properties dialog, then swaps back when closing it. Uses a `memcpy` to swap.
Also implements saving config files, limited to certain groups of configurations
so as to not risk setting unsafe configurations.
* configuration: change config interfaces to use config-specific pointers
When a game is booted, we need to be able to open the configuration dialogs
without changing the settings pointer in the game's emualtion. A new pointer
specific to just the configuration dialogs can be used to separate changes
to just those config dialogs without affecting the emulation.
* configuration: boot a game using per-game settings
Swaps values where needed to boot a game.
* configuration: user correct config during emulation
Creates a new pointer specifically for modifying the configuration while
emulation is in progress. Both the regular configuration dialog and the game
properties dialog now use the pointer Settings::config_values to focus edits to
the correct struct.
* settings: split Settings::values into two different structs
By splitting the settings into two mutually exclusive structs, it becomes easier,
as a developer, to determine how to use the Settings structs after per-game
configurations is merged. Other benefits include only duplicating the required
settings in memory.
* settings: move use_docked_mode to Controls group
`use_docked_mode` is set in the input settings and cannot be accessed from the
system settings. Grouping it with system settings causes it to be saved with
per-game settings, which may make transferring configs more difficult later on,
especially since docked mode cannot be set from within the game properties
dialog.
* configuration: Fix the other yuzu executables and a regression
In main.cpp, we have to get the title ID before the ROM is loaded, else the
renderer will reflect only the global settings and now the user's game specific
settings.
* settings: use a template to duplicate memory for each setting
Replaces the type of each variable in the Settings::Values struct with a new
class that allows basic data reading and writing. The new struct
Settings::Setting duplicates the data in memory and can manage global overrides
per each setting.
* configuration: correct add-ons config and swap settings when apropriate
Any add-ons interaction happens directly through the global values struct.
Swapping bewteen structs now also includes copying the necessary global configs
that cannot be changed nor saved in per-game settings. General and System config
menus now update based on whether it is viewing the global or per-game settings.
* settings: restore old values struct
No longer needed with the Settings::Setting class template.
* configuration: implement hierarchical game properties dialog
This sets the apropriate global or local data in each setting.
* clang format
* clang format take 2
can the docker container save this?
* address comments and style issues
* config: read and write settings with global awareness
Adds new functions to read and write settings while keeping the global state in
focus. Files now generated per-game are much smaller since often they only need
address the global state.
* settings: restore global state when necessary
Upon closing a game or the game properties dialog, we need to restore all global
settings to the original global state so that we can properly open the
configuration dialog or boot a different game.
* configuration: guard setting values incorrectly
This disables setting values while a game is running if the setting is
overwritten by a per game setting.
* config: don't write local settings in the global config
Simple guards to prevent writing the wrong settings in the wrong files.
* configuration: add comments, assume less, and clang format
No longer assumes that a disabled UI element means the global state is turned
off, instead opting to directly answer that question. Still however assumes a
game is running if it is in that state.
* configuration: fix a logic error
Should not be negated
* restore settings' global state regardless of accept/cancel
Fixes loading a properties dialog and causing the global config dialog to show
local settings.
* fix more logic errors
Fixed the frame limit would set the global setting from the game properties
dialog. Also strengthened the Settings::Setting member variables and simplified
the logic in config reading (ReadSettingGlobal).
* fix another logic error
In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered
condition.
* configure_audio: set toggle_stretched_audio to tristate
* fixed custom rtc and rng seed overwriting the global value
* clang format
* rebased
* clang format take 4
* address my own review
Basically revert unintended changes
* settings: literal instead of casting
"No need to cast, use 1U instead"
Thanks, Morph!
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
* Revert "settings: literal instead of casting
"
This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f.
* main: fix status buttons reporting wrong settings after stop emulation
* settings: Log UseDockedMode in the Controls group
This should have happened when use_docked_mode was moved over to the controls group
internally. This just reflects this in the log.
* main: load settings if the file has a title id
In other words, don't exit if the loader has trouble getting a title id.
* use a zero
* settings: initalize resolution factor with constructor instead of casting
* Revert "settings: initalize resolution factor with constructor instead of casting"
This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8.
* configure_graphics: guard device selector when Vulkan is global
Prevents the user from editing the device selector if Vulkan is the global
renderer backend. Also resets the vulkan_device variable when the users
switches back-and-forth between global and Vulkan.
* address reviewer concerns
Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static.
Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com>
* main: load per-game settings after LoadROM
This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug.
* Revert "main: load per-game settings after LoadROM"
This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804.
* main: only restore global settings when necessary
Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug.
* configuration_shared: address reviewer concerns except operator overrides
Dropping operator override usage in next commit.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
* settings: Drop operator overrides from Setting template
Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog.
* complete rebase
* configuration_shared: translate "Use global configuration"
Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared.
* configure_per_game: address reviewer concern
As far as I understand, it prevents the program from unnecessarily copying strings.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
Co-authored-by: VolcaEM <volcaem@users.noreply.github.com>
Co-authored-by: LC <lioncash@users.noreply.github.com>
This is a new attempt at #4206 that shouldn't break windows builds.
If someone else could test on windows, it would be much appreciated.
Previously, the build bot passed but the actual builds failed.
In file included from src/input_common/gcadapter/gc_adapter.cpp:8:
src/./input_common/gcadapter/gc_adapter.h:11:10: fatal error: 'libusb.h' file not found
#include <libusb.h>
^~~~~~~~~~
In file included from src/input_common/gcadapter/gc_adapter.cpp:8:
src/./input_common/gcadapter/gc_adapter.h:77:10: error: no template named 'unordered_map' in namespace 'std'
std::unordered_map<int, bool> buttons;
~~~~~^
src/./input_common/gcadapter/gc_adapter.h:78:10: error: no template named 'unordered_map' in namespace 'std'
std::unordered_map<int, u16> axes;
~~~~~^
Stub this by sending 1 layer id instead of 2 as yuzu does not support multiple layers per display.
No adverse side effects have been observed.
- Used by Animal Crossing: New Horizons Update 1.3.0
This fixes some cases where entries could have been removed multiple
times reading freed memory. To address this issue this commit removes
duplicates from entries marked for removal and sorts out the removal
process to fix another use-after-free situation.
Another issue fixed in this commit is orphan invalidation cache entries.
Previously only the entries that were invalidated in the current
operations had its entries removed. This led to more use-after-free
situations when these entries were actually invalidated but referenced
an object that didn't exist.
Like MirrorOnceBorder, this requires the GL_EXT_texture_mirror_clamp extension. This extension is unfortunately not available on Intel's drivers (both Windows proprietary and Linux Mesa). Use GL_MIRROR_CLAMP_TO_EDGE as a fallback if the extension is unavailable.
Macro code is just uploaded sequentially from a starting address, however that does not mean the entry point for the macro is at that address. This PR adds preliminary support for executing macros in the middle of our cached code.
CMake Error at src/yuzu/CMakeLists.txt:7 (add_executable):
Target "yuzu" links to target "Qt5::WebEngineCore" but the target was not
found. Perhaps a find_package() call is missing for an IMPORTED target, or
an ALIAS target is missing?
On gcc/ld, and clang/lld, fmt::v6 symbols are excluded, so linking
fails. This fixes the issue.
Note: This was included in the FindBoost changes I shared with
BlinkHawk, however only they were merged. I'm not sure if it was missed,
or if there was an issue with this part of the change.
This commit: Implements CPU Interrupts, Replaces Cycle Timing for Host
Timing, Reworks the Kernel's Scheduler, Introduce Idle State and
Suspended State, Recreates the bootmanager, Initializes Multicore
system.
This moves dynamic state present in VK_EXT_extended_dynamic_state to a
separate structure in FixedPipelineState. This is structure is at the
bottom allowing us to hash and memcmp only when the extension is not
supported.
Avoid illegal copies. This intercepts the last step of a copy to avoid
generating validation errors or corrupting the driver on some instances.
We can create views and emit copies accordingly in future commits and
remove this last-step validation.
Add a flat table to test if it's legal to create a texture view between
two formats or copy betweem them.
This table is based on ARB_copy_image and ARB_texture_view. Copies are
more permissive than views.
After marking buffers as resident, Nvidia's driver seems to take a
slow path. To workaround this issue, copy to a STREAM_READ buffer and
then call GetNamedBufferSubData on it.
This is a temporary solution until we have asynchronous flushing.
Previously if applications would send faulty buffers(example homebrew) it would lead to us returning uninitalized data. Switching from ASSERT_MSG to ASSERT_OR_EXECUTE_MSG allows us to have a fail safe to prevent crashes but also continue execution without introducing undefined behavior
Making the stream buffer resident increases GPU usage significantly on
some games. This seems to be addressed invalidating the stream buffer
with InvalidateBufferData instead of using a Unmap + Map (with
invalidation flags).
Switch games are allowed to bind less data than what they use in a
vertex buffer, the expected behavior here is that these values are read
as zero. At the moment of writing this only D3D12, OpenGL and NVN through
NV_vertex_buffer_unified_memory support vertex buffer with a size limit.
In theory this could be emulated on Vulkan creating a new VkBuffer for
each (handle, offset, length) tuple and binding the expected data to it.
This is likely going to be slow and memory expensive when used on the
vertex buffer and we have to do it on all draws because we can't know
without analyzing indices when a game is going to read vertex data out
of bounds.
This is not a problem on OpenGL's BufferAddressRangeNV because it takes
a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes
buffers and offsets (the length is implicit in VkBuffer). It isn't a
problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on
IASetVertexBuffers takes SizeInBytes as a parameter (although I am not
familiar with robustness on D3D12).
Currently this only implements buffer ranges for vertex buffers,
although indices can also be affected. A KHR_robustness profile is not
created, but Nvidia's driver reads out of bound vertex data as zero
anyway, this might have to be changed in the future.
- Fixes SMO random triangles when capturing an enemy, getting hit, or
looking at the environment on certain maps.
Make stream buffer and cached buffers as resident and query their
address. This allows us to use GPU addresses for several proprietary
Nvidia extensions.
Expose NV_vertex_buffer_unified_memory when the driver supports it.
This commit adds a function the determine if a GL_RENDERER is a Turing
GPU. This is required because on Turing GPUs Nvidia's driver crashes
when the buffer is marked as resident or on DeleteBuffers. Without a
synchronous debug output (single threaded driver), it's likely that
the driver will crash in the first blocking call.
Add HSET2_IMM. Due to the complexity of the encoding avoid using
BitField unions and read the relevant bits from the code itself.
This is less error prone.
Update validation layer string to VK_LAYER_KHRONOS_validation.
While we are at it, properly check for available validation layers
before enabling them.
Enable GL_EXT_texture_shadow_lod if available. If this extension is not available, such as on Intel/AMD proprietary drivers, use textureGrad as a workaround.
Occurs when doing a local compile in MSVC build. The compiler I'm using is as below:
Microsoft Visual Studio Community 2019 Preview
Version 16.6.0 Preview 5.0
Fixes this error:
CVTRES : fatal error CVT1100: duplicate resource. type:MANIFEST, name:1, language:0x0409
LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
I have put 0 since previous name was 1. If have other names in mind, please let me know.
Co-Authored-By: dragios <dragios@users.noreply.github.com>
Variables that are marked as const cannot have the move constructor
invoked when returning from a function (the move constructor requires a
non-const variable so it can "steal" the resources from it.
Check() can throw an exception if the Vulkan result isn't successful.
We remove the check so that std::terminate isn't outright called and
allows for better debugging (should it ever actually fail).
Renames some variables to prevent ones in inner scopes from shadowing
outer-scoped variables.
The Copy* functions have no shadowing, but we rename them anyways to
remain consistent with the other functions.
We can reduce the capture scope so that it's not possible for both "reg"
variables to clash with one another.
While we're at it, we can prevent unnecessary copies while we're at it.
There's no need to load contents from the CPU when a clear resets all
the contents of the underlying memory. This is already implemented on
OpenGL and the texture cache.
maxwell_to_vk: Reorder filtering modes to start with None, then Nearest, then Linear.
maxwell_to_vk: Logs filter modes under UNREACHABLE_MSG instead of UNIMPLEMENTED_MSG, since any unknown filter modes are invalid and not unimplemented.
maxwell_to_vk: Return VK_SAMPLER_MIPMAP_MODE_NEAREST instead of VK_SAMPLER_MIPMAP_MODE_LINEAR when mipmap_filter is None with the description from the VkSamplerCreateInfo(3) man page.
maxwell_to_gl: Log unimplemented features under UNIMPLEMENTED_MSG instead of LOG_ERROR to bring into parity with maxwell_to_vk
maxwell_to_gl: Deduplicate logging in VertexType(), merging them into one.
maxwell_to_gl: Return GL_NEAREST instead of GL_LINEAR if an unknown texture filter mode is encountered.
maxwell_to_gl: Log the mipmap filter mode if an unknown value is passed in.
maxwell_to_gl: Reorder filtering modes to start with None, then Nearest, then Linear.
* externals: Revert to libressl, as build is broken with find_package(OpenSLL).
* fixup! externals: Revert to libressl, as build is broken with find_package(OpenSLL).
* fixup! externals: Revert to libressl, as build is broken with find_package(OpenSLL).
Due to the limitation of GL_MAX_IMAGE_UNITS being low (8) on Intel's and Nvidia's proprietary drivers, we have to reserve an appropriate amount of image bindings for each of the stages. So far games have been observed to use 4 image bindings on the fragment stage (Kirby Star Allies) and 1 on the vertex stage (TWD series).
No games thus far in my limited testing used more than 4 images concurrently and across all currently active programs.
This fixes shader compilation errors on Kirby Star Allies on OpenGL (GLSL/GLASM)
All registers are now callee-save registers.
RBX and RBP selected for STATE and RESULT because these are most commonly accessed; this is to avoid the REX prefix.
RBP not used for STATE because there are some SIB restrictions, RBX emits smaller code.
Emit code compatible with NV_gpu_program5.
This should emit code compatible with Fermi, but it wasn't tested on
that architecture. Pascal has some issues not present on Turing GPUs.
GetTotalPhysicalMemoryAvailableWithoutSystemResource & GetTotalPhysicalMemoryUsedWithoutSystemResource seem to subtract the resource size from the usage.
Instead of using as template argument a shared pointer, use the
underlying type and manage shared pointers explicitly. This can make
removing shared pointers from the cache more easy.
While we are at it, make some misc style changes and general
improvements (like insert_or_assign instead of operator[] + operator=).
Vertex buffers bindings become invalid after the stream buffer is
invalidated. We were originally doing this, but it got lost at some
point.
- Fixes Animal Crossing: New Horizons, but it affects everything.
This allows rendering to 3D textures with more than one slice.
Applications are allowed to render to more than one slice of a texture
using gl_Layer from a VTG shader.
This also requires reworking how 3D texture collisions are handled, for
now, this commit allows rendering to slices but not to miplevels. When a
render target attempts to write to a mipmap, we fallback to the previous
implementation (copying or flushing as needed).
- Fixes color correction 3D textures on UE4 games (rainbow effects).
- Allows Xenoblade games to render to 3D textures directly.
Implement a generic shader cache for fast lookups and invalidations.
Invalidations are cheap but expensive when a shader is invalidated.
Use two mutexes instead of one to avoid locking invalidations for
lookups and vice versa. When a shader has to be removed, lookups are
locked as expected.
Skip fast buffer uploads on Nvidia 443.24 Vulkan beta driver on OpenGL.
This driver throws the following error when calling BufferSubData or
BufferData on buffers that are candidates for fast constant buffer
uploads. This is the equivalens to push constants on Vulkan, except that
they can access the full buffer. The error:
Unknown internal debug message. The NVIDIA OpenGL driver has encountered
an out of memory error. This application might
behave inconsistently and fail.
If this error persists on future drivers, we might have to look deeper
into this issue. For now, we can black list it and log it as a temporary
solution.
Games using D3D idioms can join images and samplers when a shader
executes, instead of baking them into a combined sampler image. This is
also possible on Vulkan.
One approach to this solution would be to use separate samplers on
Vulkan and leave this unimplemented on OpenGL, but we can't do this
because there's no consistent way of determining which constant buffer
holds a sampler and which one an image. We could in theory find the
first bit and if it's in the TIC area, it's an image; but this falls
apart when an image or sampler handle use an index of zero.
The used approach is to track for a LOP.OR operation (this is done at an
IR level, not at an ISA level), track again the constant buffers used as
source and store this pair. Then, outside of shader execution, join
the sample and image pair with a bitwise or operation.
This approach won't work on games that truly use separate samplers in a
meaningful way. For example, pooling textures in a 2D array and
determining at runtime what sampler to use.
This invalidates OpenGL's disk shader cache :)
- Used mostly by D3D ports to Switch
NV_transform_feedback, NV_transform_feedback2 and
ARB_transform_feedback3 with NV_transform_feedback interactions allows
implementing transform feedbacks as dynamic state.
Maxwell implements transform feedbacks as dynamic state, so using these
extensions with TransformFeedbackStreamAttribsNV allows us to properly
emulate transform feedbacks without having to recompile shaders when the
state changes.
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
This avoids using Nvidia's ASTC decoder on OpenGL.
The last time it was profiled, it was slower than yuzu's decoder.
While we are at it, fix a bug in the texture cache when native ASTC is
not supported.
Previously we were disabling compute shaders on Intel's proprietary driver due to broken compute. This has been fixed in the latest Intel drivers. Re-enable compute for Intel proprietary drivers and remove the check for broken compute.
Geometry shaders built from Nvidia's compiler check for bits[16:23] to
be less than or equal to 0 with VSETP to default to a "safe" value of
0x8000'0000 (safe from hardware's perspective). To avoid hitting this
path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO.
This seems to be the maximum number of vertices a geometry shader can
emit in a primitive.
Implement more surface reconstruct cases. Allow overlaps with more than
one layer and mipmap and copies all of them to the new texture.
- Fixes textures moving around objects on Xenoblade games
Changes many patch_manager functions to use a case-less variant of
GetSubdirectory. Fixes patches not showing up on *nix systems when
patch directories are named with odd cases, i.e. `exeFS'.
Avoid copying to a staging buffer on non-granular memory addresses.
Add a callable argument to StreamBufferUpload to be able to copy to the
staging buffer directly from ReadBlockUnsafe.
Stop ignoring image swizzles on depth and stencil images.
This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL
texture changes swizzles twice before being used. A proper fix would be
having a small texture view cache for this like we do on Vulkan.
While Vulkan was assuming we had no negative viewports, OpenGL code
was assuming we had them. Port the old code from Vulkan to OpenGL,
checking if the first viewport is negative before flipping faces.
This is not a complete implementation since we only check for the first
viewport to be negative. That said, unless a game is using Vulkan,
OpenGL and NVN games should be fine here, and we can always compare with
our Vulkan backend to see if there's a difference.
The check to flip faces when viewports are negative were a left over
from the old OpenGL code. This is not required on Vulkan where we have
negative viewports.
Hardware S2R special registers match gl_Thread*MaskNV. We can trivially
implement these using Nvidia's extension on OpenGL or naively stubbing
them with the ARB instructions to match. This might cause issues if the
host device warp size doesn't match Nvidia's. That said, this is
unlikely on proper shaders.
Refer to the attached url for more documentation about these flags.
https://www.khronos.org/registry/OpenGL/extensions/NV/NV_shader_thread_group.txt
Some operations like atomicMin were ignored because they returned were
being stored to RZ. This operations have a side effect and it was being
ignored.
Qdarkstyle's qss file uses an overflow property.
According to `https://doc.qt.io/qt-5/stylesheet-reference.html`,
the property `overflow` doesn't exist, which leads to a warning message
in the console.
Drop the std::list hack to allocate memory indefinitely.
Instead use a custom allocator that keeps references valid until
destruction. This allocates fixed chunks of memory and puts pointers in
a free list. When an allocation is no longer used put it back to the
free list, this doesn't heap allocate because std::vector doesn't change
the capacity. If the free list is empty, allocate a new chunk.
Most overlaps in the buffer cache only contain one mapped address.
We can avoid close to all heap allocations once the buffer cache is
warmed up by using a small_vector with a stack size of one.
Instead of using boost::icl::interval_map for caching, use
boost::intrusive::set. interval_map is intended as a container where the
keys can overlap with one another; we don't need this for caching
buffers and a std::set-like data structure that allows us to search with
lower_bound is enough.
This has been wrong since 0432af5ad1
I haven't found a game that called this function (and I haven't tried this on a real Switch), and because of this I haven't been able to check if the number in assert OR the string in the assert is wrong, but one of the two is wrong:
NetworkProfileData is 0x18E, while SfNetworkProfileData is 0x17C, according to Switchbrew
Switchbrew doesn't officially say that NetworkProfileData's size is 0x18E but it's possible to calculate its size since Switchbrew provides the size and the offset of all the components of NetworkProfileData (which isn't currently implemented in yuzu, alongside SfNetworkProfileData)
NetworkProfileData documentation: https://switchbrew.org/wiki/Network_Interface_services#NetworkProfileData
SfNetworkProfileData documentation: https://switchbrew.org/wiki/Network_Interface_services#SfNetworkProfileData
Since I trust ogniK's work on reversing NIFM, I'd assume this was just a typo in the string
Previously, we were reading the keys everytime a KeyManager object was created, causing yuzu to reread the keys file multiple hundreds of times when loading the game list.
With this change, it is only loaded once.
On my system, this decreased game list loading times by a factor of 20.
Add code required to use OpenGL assembly programs based on
NV_gpu_program5. Decompilation for ARB programs is intended to be added
in a follow up commit. This does **not** include ARB decompilation and
it's not in an usable state.
The intention behind assembly programs is to reduce shader stutter
significantly on drivers supporting NV_gpu_program5 (and other required
extensions). Currently only Nvidia's proprietary driver supports these
extensions.
Add a UI option hidden for now to avoid people enabling this option
accidentally.
This code path has some limitations that OpenGL compatibility doesn't
have:
- NV_shader_storage_buffer_object is limited to 16 entries for a single
OpenGL context state (I don't know if this is an intended limitation, an
specification issue or I am missing something). Currently causes issues
on The Legend of Zelda: Link's Awakening.
- NV_parameter_buffer_object can't bind buffers using an offset
different to zero. The used workaround is to copy to a temporary buffer
(this doesn't happen often so it's not an issue).
On the other hand, it has the following advantages:
- Shaders build a lot faster.
- We have control over how floating point rounding is done over
individual instructions (SPIR-V on Vulkan can't do this).
- Operations on shared memory can be unsigned and signed.
- Transform feedbacks are dynamic state (not yet implemented).
- Parameter buffers (uniform buffers) are per stage, matching NVN and
hardware's behavior.
- The API to bind and create assembly programs makes sense, unlike
ARB_separate_shader_objects.
Constant attributes (in OpenGL known disabled attributes) are not
supported on Vulkan, even with extensions. To emulate this behavior we
return zero on reads from disabled vertex attributes in shader code.
This has no caching cost because attribute formats are not dynamic state
on Vulkan and we have to store it in the pipeline cache anyway.
- Fixes Animal Crossing: New Horizons terrain borders
This was a left over from OpenGL when disabled buffers where not properly
emulated. We no longer have to assert this as it is checked in vertex
buffer initialization.
Previously we never cleared the states of the entries and the key would stay held down, also looping over the key bytes for each key lead to setting every bit for the key state instead of the key we wanted
"Not equal" operators on GLSL seem to behave as unordered when we expect
an ordered comparison.
Manually emulate this checking for LGE values (numbers, not-NaNs).
* Remove git submodules that will be loaded through conan
* Move custom Find modules to their own folder
* Use conan for downloading missing external dependencies
* CI: Change the yuzu source folder user to the user that the containers run on
* Attempt to remove dirty mingw build hack
* Install conan on the msvc build
* Only set release build type when using not using multi config generator
* Re-add qt bundled to workaround an issue with conan qt not downloading prebuilt binaries
* Add workaround for submodules that use legacy CMAKE variables
* Re-add USE_BUNDLED_QT on the msvc build bot
This should fix grass interactions on Breath of the Wild on Vulkan.
It is currently untested against validation layers.
Nvidia's Windows 443.09 beta driver or Linux 440.66.12 is required for
now.
While èis generally representable in some language encodings, in some
it isn't and will result in compilation warnings occurring. To remain
friendly with other language's codepages on Windows, we normalize it to
an ASCII e.
This is possible now with the updated Docker images and their updated packages.
Before, there were build errors due to old QT5 packages on Ubuntu, but now since
they have updated packages it is feasible to build with Vulkan enabled once more.
The Docker image was just updated to use Arch Linux instead of Ubuntu. This PR
sets the compiler names to reflect how they are installed on the Arch Linux
Docker image. Fixes "x86_64-w64-mingw32-g++-posix is not a full path and was not found in the PATH." errors in CMake.
In file included from src/video_core/renderer_opengl/renderer_opengl.cpp:25:
In file included from src/./video_core/renderer_opengl/gl_rasterizer.h:26:
In file included from src/./video_core/renderer_opengl/gl_fence_manager.h:11:
src/./video_core/fence_manager.h:91:32: error: use 'template' keyword
to treat 'Write' as a dependent template name
memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
^
template
src/./video_core/fence_manager.h:137:32: error: use 'template'
keyword to treat 'Write' as a dependent template name
memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
^
template
Return the proper state of vr mode for IsVrModeEnabled
We should not return an error for SetVrModeEnabled. When VR Mode is turned on, it signals to lbl to turn vr mode on, not return an error code
Reduces some header churn and reduces rebuilds when some header
internals change.
While we're at it we can also resolve a missing include in buffer_cache.
Xenoblade 2 invokes a draw call with zero vertices.
This is likely due to indirect drawing (glDrawArraysIndirect).
This causes a crash in the staging buffer pool when trying to create a
buffer with a size of zero. To workaround this, skip index buffer setup
entirely when the number of indices is zero.
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register
WaitForIdle.
To implement this on OpenGL we just call glMemoryBarrier with the
necessary bits.
Vulkan lacks this synchronization primitive, so we set an event and
immediately wait for it. This is not a pretty solution, but it's what
Vulkan can do without submitting the current command buffer to the queue
(which ends up being more expensive on the CPU).
Using deko3d as reference:
4e47ba0013/source/maxwell/gpu_3d_state.cpp (L42)
We were using bits 3 and 4 to determine depth clamping, but these are
the same both enabled and disabled:
state->depthClampEnable ? 0x101A : 0x181D
The same happens on Nvidia's OpenGL driver, where they do something like
this (default capabilities, GL 4.5 compatibility):
(state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c
There's always a difference between the first bits in this register, but
bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This
commit changes yuzu's behaviour to use bit 11 to determine depth
clamping.
- Fixes depth issues on Super Mario Odyssey's intro.
This reverts commit 94b0e2e5da.
preserve_contents proved to be a meaningful optimization. This commit
reintroduces it but properly implemented on OpenGL.
We have to make sure the clear removes all the previous contents of the
image.
It's not currently implemented on Vulkan because we can do smart things
there that's preferred to be introduced in a separate commit.
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as
well as shader decoder code.
While we are at it, fix a bug in gl_shader_cache where compute shaders
had an start offset of a stage shader.
Signed integer addition overflow might be undefined behavior. It's free
to change operations to UAdd and use unsigned integers to avoid
potential bugs.
P2R CC takes the state of condition codes and puts them into a register.
We already have this implemented for PR (predicates). This commit
implements CC over that.
Sometimes for unknown reasons NVN games can bind a render target format
of 0. This may be a yuzu bug.
With the commits before this the formats were specified without being
"packed", assuming all formats and texceptions will be written like in
the color_attachments vector.
To address this issue, iterate all render targets and pack them as they
are valid. This way they will match color_attachments.
- Fixes validation errors and graphical issues on Breath of the Wild.
Currently SetBufferCount doesn't write to the out buffer which then contains uninitialized data. This leads to non-zero data which leads to responding with different error codes
We can also allow unicorn to be constructed in 32-bit mode or 64-bit
mode to satisfy the need for both interpreter instances.
Allows this code to compile successfully of non x86-64 architectures.
Any time the lambda function is called, the permission being used in the
capture would be passed in as an argument to the lambda, so the capture
is unnecessary.
The encoding for negation and absolute value was wrong.
Extracting is now done manually. Similar instructions having different
encodings is the rule, not the exception. To keep sanity and readability
I preferred to extract the desired bit manually.
This is implemented against nxas:
8dbc389957/table.h (L68)
That is itself tested against nvdisasm (Nvidia's official disassembler).
This allows deducing some properties from the texture instruction before
asking the runtime. By doing this we can handle type mismatches in some
instructions from the renderer instead of the shader decoder.
Fixes texelFetch issues with games using 2D texture instructions on a 1D
sampler.
Patch the RomFS with the selected updates before dumping. Previously the resulting RomFS only contained data from the original title.
To dump the RomFS without updates the user can disable the update under Properties before choosing Dump RomFS.
The intention behind this was to assign a float to from an uint32_t, but
it was unintentionally being copied directly into the std::optional.
Copy to a temporary and assign that temporary to std::optional. This can
be replaced with std::bit_cast<float> once we are in C++20.
All drivers (even Intel) seem to have a device local memory type that is
not host visible. Remove this flag so all devices follow the same path.
This fixes a crash when trying to map to host device local memory on
integrated devices.
Introduce a default buffer getter that lazily constructs an empty
buffer. This is intended to match OpenGL's buffer 0.
Use this for disabled vertex and uniform buffers.
While we are at it, include vertex buffer usages for staging buffers to
silence validation errors.
On NVN buffers can be enabled but have no size. According to deko3d and
the behavior we see in Animal Crossing: New Horizons these buffers get
the special address of 0x1000 and limit themselves to 0xfff.
Implement buffers without a size by binding a null buffer to OpenGL
without a side.
1d1930beea/source/maxwell/gpu_3d_vbo.cpp (L62-L63)
Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateInstance:131: Presentation not supported on this platform
Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateSurface:378: Presentation not supported on this platform
Core <Critical> core/core.cpp:Load:199: Failed to initialize system (Error 5)!
Sort discrete GPUs over the rest, Nvidia over AMD, AMD over Intel, Intel
over the rest. This gives us a somewhat consistent order when Optimus
is removed (renderdoc does this when it's attached).
This can break the configuration of users with an Intel GPU that
manually remove Optimus on yuzu. That said, it's a very unlikely to
happen.
Pad FixedPipelineState's size to 384 bytes to be a multiple of 16.
Compare the whole struct with std::memcmp and hash with CityHash. Using
CityHash instead of a naive hash should reduce the number of collisions.
Improve used type traits to ensure this operation is safe.
With these changes the improvements to the hashable pipeline state are:
Optimized structure
Hash: 89 ns
Comparison: 103 ns
Construction*: 164 ns
Struct size: 384 bytes
Original structure
Hash: 148 ns
Equal: 174 ns
Construction*: 281 ns
Size: 1384 bytes
* Attribute state initialization is not measured
These measures are averages taken with std::chrono::high_accuracy_clock
on MSVC shipped on Visual Studio 16.6.0 Preview 2.1.
Avoids unnecessary reference count increments where applicable and also
avoids reallocating a vector.
Unlikely to make a huge difference, but given how trivial of an
amendment it is, why not?
Many of these implementations are used to implement a polymorphic
interface. While not directly used polymorphically, this prevents
virtual destruction from ever becoming an issue.
Given the std::vector was const, an automatic move out of the function
could not occur.
We can allow automatic return value optimizations to occur by making the
buffer non-const.
Nvidia recently introduced a new memory type for data streaming
(awesome!), but yuzu was assuming that all heaps had enough memory
for the assumed stream buffer size (256 MiB).
This worked fine on AMD but Nvidia's new memory heap was smaller than
256 MiB. This commit changes this assumption and allocates a bit less
than the size of the preferred heap, with a maximum of 256 MiB (to avoid
allocating all system memory on integrated devices).
- Fixes a crash on NVIDIA 450.82.0.0
1. Ensure that register information available to gdbstub is most up-to-date.
2. There's no reason to check for current_thread == thread when emitting a trap.
Doing this results in random hangs whenever a step happens upon a thread switch.
Some variables aren't used, so we can remove these.
Unfortunately, diagnostics are still reported on structured bindings
even when annotated with [[maybe_unused]], so we need to unpack the
elements that we want to use manually.
These were added in the change that enabled -Wextra on linux builds so
as not to introduce interface changes in the same change as a
build-system flag addition.
Now that the flags are enabled, we can freely change the interface to
make these unnecessary.
Implement indexed quads (GL_QUADS used with glDrawElements*) with a
compute pass conversion.
The compute shader converts from uint8/uint16/uint32 indices to uint32.
The format is passed through push constants to avoid having different
variants of the same shader.
- Used by Fast RMX
- Used by Xenoblade Chronicles 2 (it still has graphical due to
synchronization issues on Vulkan)
Neither core nor web_services use OpenSSL nor LibreSSL.
However they need to link them as it's a requirement of httplib.
So let's declare this within httplib instead of core and web_services.
The original idea of returning pointers is that handles can be moved.
The problem is that the implementation didn't take that in mind and made
everything harder to work with. This commit drops pointer to handles and
returns the handles themselves. While it is still true that handles can
be invalidated, this way we get an old handle instead of a dangling
pointer.
This problem can be solved in the future with sparse buffers.
Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.
We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).
While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
It's undefined behavior to pass a null pointer to std::fread and
std::fwrite, even if the length passed in is zero, so we must perform
the precondition checking ourselves.
A common case where this can occur is when passing in the data of an
empty std::vector and size, as an empty vector will typically have a
null internal buffer.
While we're at it, we can move the implementation out of line and add
debug checks against passing in nullptr to std::fread and std::fwrite.
This can result in silent logic bugs within code, and given the amount
of times these kind of warnings are caused, they should be flagged at
compile-time so no new code is submitted with them.
When the dynamic state is specified, pViewports and pScissors are
ignored, quoting the specification:
pViewports is a pointer to an array of VkViewport structures, defining
the viewport transforms. If the viewport state is dynamic, this member
is ignored.
That said, AMD's proprietary driver itself seem to read it regardless of
what the specification says.
This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
This reverts commit 05cf270836.
Apparently the first approach using floats instead of bitfieldInert
worked better for Fire Emblem: Three Houses. Reverting to get that
behavior back.
From my testing on a Splatoon 2 shader that takes 3800ms on average to
compile changing to FullDecompile reduces it to 900ms on average.
The shader decoder will automatically fallback to a more naive method if
it can't use full decompile.
Adds optional support for Nsight Aftermath. It is enabled through
ENABLE_NSIGHT_AFTERMATH in cmake. A path to the SDK has to be provided
by the environment variable NSIGHT_AFTERMATH_SDK.
Nsight Aftermath allows an application to generate "minidumps" of the
GPU state when a device loss happens. By analysing these on Nsight we
can know what a game was doing and why it triggered a device loss.
The dump is generated inside %APPDATA%\yuzu\log\gpucrash and this
directory is deleted every time a new instance is initialized with
Nsight enabled.
To enable it on yuzu there has a to be a driver and device capable of
running Nsight Aftermath on Vulkan. That means only Turing based GPUs
on the latest stable driver, beta drivers won't work for now.
It is manually enabled in Configuration>Debug>Enable Graphics Debugging
because when using all debugging capabilities there is a runtime cost.
Makes popup texts more compact and clear and also links our quickstart guide now.
Also removes OnMenuSelectEmulatedDirectory from the File dropdown, as the action already exists in the Filesystem tab and provides better visual feedback there.
The base level is already included in the texture view. If we specify
the base level in the texture again, this will end up in the incorrect
level and potentially out of bounds.
This also fixes Turing issues but it avoids doing more bitcasts. This
should improve the generated code while also avoiding more points where
compilers can flush floats.
Implements the common usages for VMNMX. Inputs with a different size
than 32 bits are not supported and sign mismatches aren't supported
either.
VMNMX works as follows:
It grabs Ra and Rb and applies a maximum/minimum on them (this is
defined by .MX), having in mind the input sign. This result can then be
saturated. After the intermediate result is calculated, it applies
another operation on it using Rc. These operations are merges,
accumulations or another min/max pass.
This instruction allows to implement with a more flexible approach GCN's
min3 and max3 instructions (for instance).
preserve_contents was always true. We can't assume we don't have to
preserve clears because scissored and color masked clears exist.
This removes preserve_contents and assumes it as true at all times.
This corrects the behavior of free buffer after witnessing it in an
unrelated hardware test. I haven't found any games affected by it but in
name of better accuracy we'll correct such behavior.
Since commit e22816a5bb we handle type mismatches from the CPU.
We don't need to hack our shader decoder due to game bugs anymore.
Removed in this commit.
On Windows, network shares use paths like \\server\share\file which were
being broken by FileUtil::SanitizePath() removing double slashes.
Changed the code in SanitizePath to permit a double-backslash if it
occurs at the start of a filepath (on Windows only).
Presentation context always has GL_DRAW_FRAMEBUFFER_BINDING as zero.
There is no need to bind the default framebuffer constantly.
According to Nsight this was using ~0.7ms per frame and it broke
renderdoc captures.
This is a reversed look up table extracted from
https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62
that is used in
04d4e9e587/source/maxwell/tsc_generate.cpp (L38)
Games usually bind 0xFD expecting a float texture border of 1.0f.
The conversion previous to this commit was multiplying the uint8 sRGB
texture border color by 255. This is close to 1.0f but when that
difference matters, some graphical glitches appear.
This look up table is manually changed in the edges, clamping towards
0.0f and 1.0f.
While we are at it, move this logic to its own translation unit.
Reimplements I2I adding sign extension, saturation (clamp source value
to the destination), selection and destination sizes that are not 32
bits wide.
It doesn't implement CC yet.
Implements a reduction operation. It's an atomic operation that doesn't
return a value.
This commit introduces another primitive because some shading languages
might have a primitive for reduction operations.
Should fixcitra-emu/citra#4593.
As the issue might not be entirely clear, I'll offer a short explanation from what I understood from it and found from experimentation.
Currently yuzu offers the user the option to change the text that's displayed in the "Name" column in the game list. Generally, it is expected that the items are sorted based on the displayed text, but yuzu would sort them by title instead.
Made it so that an access to SortRole returns the same as DisplayRole.
There shouldn't be any UI changes, only change in behaviour.
Also fixes a bug with directory sorting, where having the directories out of order would enable you to try to "move up" to the addDirectory button, which would crash the emulator.
Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
Credits go to gdkchan and Ryujinx. The pull request used for this can
be found here: https://github.com/Ryujinx/Ryujinx/pull/1082
yuzu was already using the header for interpolation, but it was missing
the FragCoord.w multiplication described in the linked pull request.
This commit finally removes the FragCoord.w == 1.0f hack from the shader
decompiler.
While we are at it, this commit renames some enumerations to match
Nvidia's documentation (linked below) and fixes component declaration
order in the shader program header (z and w were swapped).
https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
* IOFile: Make the move constructor and move assignment operator noexcept
Certain parts of the standard library try to determine whether or not a
transfer operation should either be a copy or a move. The prevalent notion
of move constructors/assignment operators is that they should not throw,
they simply move an already existing resource somewhere else.
This is typically done with 'std::move_if_noexcept'. Like the name says,
if a type's move constructor is noexcept, then the functions retrieves an
r-value reference (for move semantics), or an l-value (for copy semantics)
if it is not noexcept.
As IOFile deletes the copy constructor and copy assignment operators,
using IOFile with certain parts of the standard library can fail in
unexcepted ways (especially when used with various container
implementations). This prevents that.
* fix various instances of -1 being assigned to unsigned types
* do not assign in conditional statements
* File/IOFile: Check _tfopen_s properly
* common/file_util.cpp: address review comments
Co-authored-by: Lioncash <mathew1800@gmail.com>
Co-authored-by: Shawn Hoffman <godisgovernment@gmail.com>
Co-authored-by: Sepalani <sepalani@hotmail.fr>
The intention behind a Vulkan wrapper is to drop Vulkan-Hpp.
The issues with Vulkan-Hpp are:
- Regular breaks of the API.
- Copy constructors that do the same as the aggregates (fixed recently)
- External dynamic dispatch that is hard to remove
- Alias KHR handles with non-KHR handles making it impossible to use
smart handles on Vulkan 1.0 instances with extensions that were included
on Vulkan 1.1.
- Dynamic dispatchers silently change size depending on preprocessor
definitions. Different files will have different dispatch definitions,
generating all kinds of hard to debug memory issues.
In other words, Vulkan-Hpp is not "production ready" for our needs and
this wrapper aims to replace it without losing RAII and exception
safety.
This information is required to properly implement SULD.B. It might also
be handy for all image operations, since it would allow us to implement
them on devices that require the image format to be specified (on
desktop, this would be AMD on OpenGL and Intel on OpenGL and Vulkan).
Rounding operations only matter when the conversion size of source and
destination is the same, i.e. .F16.F16, .F32.F32 and .F64.F64.
When there is a mismatch (.F16.F32), these bits are used for IEEE
rounding, we don't emulate this because GLSL and SPIR-V don't support
configuring it per operation.
Changes the GraphicsContext to be managed by the GPU core. This
eliminates the need for the frontends to fool around with tricky
MakeCurrent/DoneCurrent calls that are dependent on the settings (such
as async gpu option).
This also refactors out the need to use QWidget::fromWindowContainer as
that caused issues with focus and input handling. Now we use a regular
QWidget and just access the native windowHandle() directly.
Another change is removing the debug tool setting in FrameMailbox.
Instead of trying to block the frontend until a new frame is ready, the
core will now take over presentation and draw directly to the window if
the renderer detects that its hooked by NSight or RenderDoc
Lastly, since it was in the way, I removed ScopeAcquireWindowContext and
replaced it with a simple subclass in GraphicsContext that achieves the
same result
This increases the PointerBufferSize as a lager one is required by some services.
This change is still not hw-accurate, but it is proven to work in Ryujinx.
Instead of using a hardcoded size, we should figure out the specific values for each service in the future. Some of them can be taken from Atmosphere: https://github.com/Atmosphere-NX/Atmosphere/search?q=PointerBufferSize.
According to Ryujinx, REV8 only added changes on Performance buffer and Wavebuffer DSP command generation.
As we don't support any of those, we can just increment the revision number for now.
Currently, yuzu just freezes when an error occurs while Initializing the WebApplet.
From a user perspective, this obviously isn't great as the game just softlocks.
With this change, yuzu will call the Finalize method, so to the game it seems like as the user just exited the WebApplet normally.
This works around https://github.com/yuzu-emu/yuzu/issues/2852.
Implement depth ranges using the transformed viewport instead of the
generic one. This matches the current Vulkan implementation but doesn't
support negative depth ranges. An update to glad is required for this.
This commit disables the Boxcat backend by default for new users of yuzu.
There's several reasons as to why this is done:
1. Boxcat currently only actually has an impact on 3 games and doesn't influence any core mechanics of them
2. It causes a plethora of issues when enabled such as games like Crash Team Racing, Diablo 3 and Tales of Vesperia not booting at all or hanging
3. It causes https://github.com/yuzu-emu/yuzu/issues/2957 to happen. This makes the configuration menu totally unusable for many Linux users of yuzu
I think those points show that currently the negative impact of Boxcat outweighs its benefits and should therefore be disabled by default.
For users who are eager to use the extra features provided by it, they can still just turn it on in the settings.
Should fix https://github.com/yuzu-emu/yuzu/issues/3487.
error_code::failed is a function which has been introduced in Boost 1.69.
This version of boost hasn't landed in most major distros yet.
Legacy varyings are special attributes carried over in hardware from
the OpenGL 1 and OpenGL 2 days. These were generally used instead of the
generic attributes we use today. They are deprecated or removed from
most APIs, but Nvidia still ships them in hardware.
To implement these, this commit maps them 1:1 to OpenGL compatibility.
This PR aims to reduce the memory usage in the CPU page table by moving
GPU specific parameters into a child class. This saves 1Gb of Memory for
most games.
We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.
We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.
As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
After a compute shader was set to the pipeline, no graphics shader was
invoked again. To address this use glUseProgram to bind compute shaders
(without state tracking) and call glUseProgram(0) when transitioning out
of it back to the graphics pipeline.
Previously, when performing downmixing, we would discard all channels except the left and right one.
This implementation respects them when mixing down to Stereo.
It is taken from this document: http://www.atsc.org/wp-content/uploads/2015/03/A52-201212-17.pdf.
Fixes Luigis Mansion 3 cutscene and Bayonetta audio.
When the default file is read in, the settings default value is only used
when the key is missing. As it was, the key existed, but the value was empty string
causing it to accept that as a value to pass into the core
* Stub SetLcdBacklighOffEnabled
Used by Super Smash Bros. Ultimate
We require backlight services to be implemented to turn on/off the backlight.
* Address feedback
It's possible that the window is resized from the moment we ask for its
size to the moment a swapchain is created, causing validation issues.
To workaround this Vulkan issue request the capabilities again just
before creating the swapchain, making the race condition less likely.
This removes the "exit lock" popup from yuzu when pausing a game.
Motivation
The exit lock feature is broken in many ways and doesn't work properly in a lot of games, causing it to appear every time you want to pause the game or stop it, even in places where it wouldn't on Switch.
Additionally, the feature of pausing a game doesn't exist like this on Switch and yuzu should be guaranteed to be deterministic anyway, so pausing the emulation shouldn't be able to interrupt any critical processes in any way.
Implement accessing textures through an index. It uses the same
interface as OpenGL, the main difference is that Vulkan bindings are
forced to be arrayed (the binding index doesn't change for stacked
textures in SPIR-V).
Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
SPIR-V's Layer is GLSL's gl_Layer. It lets the application choose from a
shader stage (vertex, tessellation or geometry) which framebuffer layer
write the output fragments to.
Abstract the current OpenGL implementation into the VideoCommon
namespace and reimplement it on top of that. Doing this avoids repeating
code and logic in the Vulkan implementation.
Instead of waiting immediately for executed commands, defer the query
until the guest CPU reads it. This way we get closer to what the guest
program is doing.
To archive this we have to build a dependency queue, because host APIs
(like OpenGL and Vulkan) use ranged queries instead of counters like
NVN.
Waiting for queries implicitly uses fences and this requires a command
being queued, otherwise the driver will lock waiting until a timeout. To
fix this when there are no commands queued, we explicitly call glFlush.
Keep track of the queued OpenGL commands that can signal a fence if
waited on. As a side effect, we avoid calls to glFlush when no commands
are queued.
Vulkan's VertexIndex and InstanceIndex don't match with hardware. This
is because Nvidia implements gl_VertexID and gl_InstanceID. The math
that relates these is:
gl_VertexIndex = gl_BaseVertex + gl_VertexID
gl_InstanceIndex = gl_InstanceIndex + gl_InstanceID
To emulate it using what Vulkan's SPIR-V offers (the *Index variants)
this commit substracts gl_Base* from gl_*Index to obtain the OpenGL and
hardware's equivalent.
hle: services: Use std::shared_ptr instead of copy by value.
- This is a prerequisite to adding a mutex to `ServiceFramework`, which cannot be copied.
- This will be used for threaded services.
Some instances were using cbuf34.offset instead of cbuf34.GetOffset().
This returned the an invalid offset. Address those instances and rename
offset to "shifted_offset" to avoid future bugs.
std::function is allowed to heap allocate if the size of the captures
associated with each lambda exceed a certain threshold. This prevents
potentially unnecessary reallocations from occurring.
shared_ptr was used in 2d1984c20c due to a
misunderstanding of how the language generates move constructors and
move assignment operators.
If a destructor is user-provided, then the compiler won't generate the
move constructor and move assignment operators by default--they must be
explicitly opted into.
The reason for the compilation errors is due to the fact that the
language will fall back to attempting to use the copy constructor/copy
assignment operators if the respective move constructor or move
assignment operator is unavailable.
Given that we explicitly opt into them now, the the move constructor and
move assignment operators will be generated as expected.
This isn't used within the class, so it can be removed to simplify the
overall interface.
While we're in the same area, we can simplify a unique_ptr reset() call.
glDrawArrays was being used when the draw had a base instance specified.
This commit removes the draw parameters abstraction and fixes the
mentioned issue.
Delay buffer destruction some extra frames to avoid destroying buffers
that are still being used from older frames. This happens on Nvidia's
driver with mailbox.
This addresses the long standing issue of compatibility vs. core
profiles on OpenGL, properly implementing depth vs. stencil sampling
depending on the texture swizzle.
ATOM operates atomically on global memory. For now only add ATOM.ADD
since that's what was found in commercial games.
This asserts for ATOM.ADD.S32 (handling the others as unimplemented),
although ATOM.ADD.U32 shouldn't be any different.
This change forces us to change the default type on SPIR-V storage
buffers from float to uint. We could also alias the buffers, but it's
simpler for now to just use uint. While we are at it, abstract the code
to avoid repetition.
Some games like The Legend of Zelda: Breath of the Wild assign
render targets without writing them from the fragment shader. This
generates Vulkan validation errors, so silence these I previously
introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The
problem is that this is not what games expect. This commit reverts that
change.
An implementation of the cemuhook motion/touch protocol, this adds the
ability for users to connect several different devices to citra to send
direct motion and touch data to citra.
Co-Authored-By: jroweboy <jroweboy@gmail.com>
Certain newer unity games (Terraria, Pokemon Mystery Dungeon) require
that the argument region be populated. Failure to do so results in
an integer underflow in argument count, and eventually an unmapped
read at 0x800000000. Providing this default fixes this.
Note that the behavior of official software is as yet unverified,
arguments-wise.
This significantly reduces unnecessary disk writes and space usage
when building Citra.
libcore.a is now only ~1MB rather than several hundred megabytes.
Front face was being forced to a certain value when cull face is
disabled. Set a default value on initialization and drop the forcefully
set front facing value with culling disabled.
module._memory was already moved over to a new shared_ptr.
So code_memory_size was not increased at all.
This lowers the heap space and so saves a bit of memory, usually between 50 to 100 MB.
This fixes a regression of c0a01f3adc
Nvidia's driver defaults invalid enumerations to GL_CLAMP. Vulkan
doesn't expose GL_CLAMP through its API, but we can hack it on Nvidia's
driver using the internal driver defaults.
Using the same technique we used for u8 on LDG, implement u16.
In the case of STG, load memory and insert the value we want to set
into it with bitfieldInsert. Then set that value.
This currently only supports quad arrays and u8 indices.
In the future we can remove quad arrays with a table written from the
CPU, but this was used to bootstrap the other passes helpers and it
was left in the code.
The blob code is generated from the "shaders/" directory. Read the
instructions there to know how to generate the SPIR-V.
This abstractio represents the state of the 3D engine at a given draw.
Instead of changing individual bits of the pipeline how it's done in
APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put
everything together into a single, immutable object.
It takes advantage of the few dynamic states Vulkan offers.
The update descriptor is used to store in flat memory a large chunk of
staging data used to update descriptor sets through templates. It
provides a push interface to easily insert descriptors following the
current pipeline. The order used in the descriptor update template has
to be implicitly followed. We can catch bugs here using validation
layers.
The stream buffer before this commit once it was full (no more bytes to
write before looping) waiting for all previous operations to finish.
This was a temporary solution and had a noticeable performance penalty
in performance (from what a profiler showed).
To avoid this mark with fences usages of the stream buffer and once it
loops wait for them to be signaled. On average this will never wait.
Each fence knows where its usage finishes, resulting in a non-paged
stream buffer.
On the other side, the buffer cache is reimplemented using the generic
buffer cache. It makes use of the staging buffer pool and the new
stream buffer.
* Allocate memory in discrete exponentially increasing chunks until the
128 MiB threshold. Allocations larger thant that increase linearly by
256 MiB (depending on the required size). This allows to use small
allocations for small resources.
* Move memory maps to a RAII abstraction. To optimize for debugging
tools (like RenderDoc) users will map/unmap on usage. If this ever
becomes a noticeable overhead (from my profiling it doesn't) we can
transparently move to persistent memory maps without harming the API,
getting optimal performance for both gameplay and debugging.
* Improve messages on exceptional situations.
* Fix typos "requeriments" -> "requirements".
* Small style changes.
MakeCurrent is a costly (according to Nsight's profiler it takes a tenth
of a millisecond to complete), and we don't have a reason to call it
because:
- Qt no longer signals a warning if it's not called
- yuzu no longer supports macOS
Create a large descriptor pool where we allocate all our descriptors
from. It has to be wide enough to support any pipeline, hence its large
numbers.
If the descritor pool is filled, we allocate more memory at that moment.
This way we can take advantage of permissive drivers like Nvidia's that
allocate more descriptors than what the spec requires.
This commit introduces a mechanism by which shader IR code can be
amended and extended. This useful for track algorithms where certain
information can derived from before the track such as indexes to array
samplers.
This function is called rarely and blocks quite often for a long time.
So don't waste power and let the CPU sleep.
This might also increase the performance as the other cores might be allowed to clock higher.
The job of this abstraction is to provide staging buffers for temporary
operations. Think of image uploads or buffer uploads to device memory.
It automatically deletes unused buffers.
This object's job is to contain an image and manage its transitions.
Since Nvidia hardware doesn't know what a transition is but Vulkan
requires them anyway, we have to state track image subresources
individually.
To avoid the overhead of tracking each subresource in images with many
subresources (think of cubemap arrays with several mipmaps), this commit
tracks when subresources have diverged. As long as this doesn't happen
we can check the state of the first subresource (that will be shared
with all subresources) and update accordingly.
Image transitions are deferred to the scheduler command buffer.
The intention behind this hasheable structure is to describe the state
of fixed function pipeline state that gets compiled to a single graphics
pipeline state object. This is all dynamic state in OpenGL but Vulkan
wants it in an immutable state, even if hardware can edit it freely.
In this commit the structure is defined in an optimized state (it uses
booleans, has paddings and many data entries that can be packed to
single integers). This is intentional as an initial implementation that
is easier to debug, implement and review. It will be optimized in later
stages, or it might change if Vulkan gets more dynamic states.
This commit adds a series of HLE methods for handling 3D textures in
general. This helps games that generate 3D textures on every frame and
may reduce loading times for certain games.
Remove false commentary. Not dividing by 4 the size of shared memory is
not a hack; it describes the number of integers, not bytes.
While we are at it sort the generated code to put preprocessor lines on
the top.
ExprCondCode visit implements the generic Visit. Use this instead of
that one.
As an intended side effect this fixes unwritten memory usages in cases
when a negation of a condition code is used.
This allows us to put VKFenceWatch inside a std::vector without storing
it in heap. On move we have to signal the fences where the new protected
resource is, adding some overhead.
VK_NV_device_diagnostic_checkpoints allows us to push data to a Vulkan
queue and then query it even after a device loss. This allows us to push
the current pipeline object and see what was the call that killed the
device.
Some games write from fragment shaders to an unexistant framebuffer
attachment or they don't write to one when it exists in the framebuffer.
Fix this by skipping writes or adding zeroes.
RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it
naturally using this.
NVN games expect rasterize to be enabled by default, reflect that in our
initial GPU state.
LDG can load single bytes instead of full integers or packs of integers.
These have the advantage of loading bytes that are not aligned to 4
bytes.
To emulate these this commit gets the byte being referenced (by doing
"address & 3" and then using that to extract the byte from the loaded
integer:
result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
I2F's byte selector is used to choose what bytes to convert to float.
e.g. if the input is 0xaabbccdd and the selector is ".B3" it will
convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in
that example the default would convert 0xdd to float.
When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
These shaders are used to specify code that is not dynamically generated
in the Vulkan backend. Instead of packing it inside the build system,
it's manually built and copied to the C++ file to avoid adding
unnecessary build time dependencies.
quad_array should be dropped in the future since it can be emulated with
a memory pool generated from the CPU.
Add an extra argument to query device capabilities in the future. The
intention behind this is to use native quads, quad strips, line loops
and polygons if these are released for Vulkan.
The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE
and CLAMP_TO_BORDER depending on the filter mode used. It doesn't
exactly behave like this, but it's the closest we can get with what
Vulkan offers without emulating it by injecting shader code.
Introduce a worker thread approach for delegating Vulkan work derived
from dxvk's approach. https://github.com/doitsujin/dxvk
Now that the scheduler is what handles all Vulkan work related to
command streaming, store state tracking in itself. This way we can know
when to reupload Vulkan dynamic state to the queue (since this one is
invalidated between command buffers unlike NVN). We can also store the
renderpass state and graphics pipeline bound to avoid redundant binds
and renderpass begins/ends.
* Kernel: Correct behavior of Address Arbiter threads.
This corrects arbitration threads to behave just like in Horizon OS.
They are added into a container and released according to what priority
they had when added. Horizon OS does not reorder them if their priority
changes.
* Kernel: Address Feedback.
Previously we naively checked for "Intel" in GL_VENDOR, but this
includes both Intel's proprietary driver and the mesa driver. Re-enable
compute shaders for mesa.
Add missing new-line. This caused shaders using local memory and shared
memory to inject a preprocessor GLSL line after an expression (resulting
in invalid code).
It looked like this:
shared uint smem[8];#define LOCAL_MEMORY_SIZE 16
It should look like this (addressed by this commit):
shared uint smem[8];
\#define LOCAL_MEMORY_SIZE 16
Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
Over the course of the changes to the kernel code, a few includes are no
longer necessary, particularly with the change over to std::shared_ptr
from Boost's intrusive_ptr.
These are fairly trivial to implement, we can just do nothing. This also
provides a spot for us to potentially dump out any relevant info in the
future (e.g. for debugging purposes with homebrew, etc).
While we're at it, we can also correct the names of both of these
supervisor calls.
This fixes the early-access builds on Windows (tested on EA 58). Cmake
was previously looking for git-related files that were stripped out of
the early access builds and failing; check if those exist before reading
them.
This commit corrects an error in which a Core could remain with an
exclusive state after running, leaving space for possible race
conditions between changing cores.
Some texture views were being created out of bounds (with more layers or
mipmaps than what the original texture has). This is because of a
miscalculation in mipmap bounding. end_layer and end_mipmap are out of
bounds (e.g. layer 6 in a cubemap), there's no need to add one more
there.
Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
Pack color attachment enumerations into a single u32. To determine the
number of buffers, the highest color attachment with a shared pointer
that doesn't point to null is used.
Now that literally every other API function is converted over to the
Memory class, we can just move the file-local page table into the Memory
implementation class, finally getting rid of global state within the
memory code.
Now that everything else is migrated over, this is essentially just code
relocation and conversion of a global accessor to the class member
variable.
All that remains is to migrate over the page table.
The Write functions are used slightly less than the Read functions,
which make these a bit nicer to move over.
The only adjustments we really need to make here are to Dynarmic's
exclusive monitor instance. We need to keep a reference to the currently
active memory instance to perform exclusive read/write operations.
With all of the trivial parts of the memory interface moved over, we can
get right into moving over the bits that are used.
Note that this does require the use of GetInstance from the global
system instance to be used within hle_ipc.cpp and the gdbstub. This is
fine for the time being, as they both already rely on the global system
instance in other functions. These will be removed in a change directed
at both of these respectively.
For now, it's sufficient, as it still accomplishes the goal of
de-globalizing the memory code.
Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.
Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
These will eventually be migrated into the main Memory class, but for
now, we put them in an anonymous namespace, so that the other functions
that use them, can be migrated over separately.
A fairly straightforward migration. These member functions can just be
mostly moved verbatim with minor changes. We already have the necessary
plumbing in places that they're used.
IsKernelVirtualAddress() can remain a non-member function, since it
doesn't rely on class state in any form.
Migrates all of the direct mapping facilities over to the new memory
class. In the process, this also obsoletes the need for memory_setup.h,
so we can remove it entirely from the project.
Currently, the main memory management code is one of the remaining
places where we have global state. The next series of changes will aim
to rectify this.
This change simply introduces the main skeleton of the class that will
contain all the necessary state.
* core_timing: Use better reference tracking for EventType.
- Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects.
- Removes need for unique names - we won't be using this for save states anyways.
The heuristic to detect AMD's driver was not working properly since it
also included Intel. Instead of using heuristics to detect it, compare
the GL_VENDOR string.
We relies on UNREACHABLE's noreturn attribute to eliminate parent's "no return value" warning. However, this was wrapped in a `if(!false)` block, which compilers may not unfold to recognize the noreturn nature.
SSBOs and other resources are limited per pipeline on Intel and AMD.
Heuristically reserve resources per stage having in mind the reported
OpenGL limits.
The current shared memory size seems to be smaller than what the game
actually uses. This makes Nvidia's driver consistently blow up; in the
case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked
just fine. For now keep this hack since it's still progress over the
previous hardcoded shared memory size.
Drop the usage of ARB_compute_variable_group_size and specialize compute
shaders instead. This permits compute to run on AMD and Intel
proprietary drivers.
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.
E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
This commit ensures cond var threads act exactly as they do in the real
console. The original implementation uses an RBTree and the behavior of
cond var threads is that at the same priority level they act like a
FIFO.
This commit aims to redo the full setup of invalid textures and
guarantee correct behavior across backends in the case of finding one by
using black dummy textures that match the target of the expected
texture.
While DEPBAR is stubbed it doesn't change anything from our end. Shading
languages handle what this instruction does implicitly. We are not
getting anything out fo this log except noise.
Nvidia has sane default output values for varyings, but the other
vendors don't apply these. To properly emulate this we would have to
analyze the shader header. For the time being, apply the same default
Nvidia applies so we get the same behaviour on non-Nvidia drivers.
This commit corrects the behavior of cancel synchronization when the
thread is running/ready and ensures the next wait is cancelled as it's
suppose to.
format_lookup_table: Drop bitfields
format_lookup_table: Use std::array for definition table
format_lookup_table: Include <limits> instead of <numeric>
Use a large flat array to look up texture formats. This allows us to
properly implement formats with different component types. It should
also be faster.
Abstracted ComponentType was not being used in a meaningful way.
This commit drops its usage.
There is one place where it was being used to test compatibility between
two cached surfaces, but this one is implied in the pixel format.
Removing the component type test doesn't change the behaviour.
Maintains implementation parity between QueryApplicationPlayStatistics
and QueryApplicationPlayStatisticsByUid.
These function the same behaviorally underneath the hood, with the only
difference being that one allows specifying a UID.
This properly handles unicode-based paths on Windows, while opening a
raw stream doesn't out-of-the-box.
Prevents file creation from potentially failing on Windows PCs that make
use of unicode characters in their save paths (e.g. writing to a user's
AppData folder, where the user has a name with non-ASCII characters).
Since the introduction of this library, numerous improvements have been
made. Notably, many of the warnings we would get by simply including the
library header have now been fixed. This makes it much easier to make
conversion warning an error.
Uncovered a bug within Thread's SetCoreAndAffinityMask() where an
unsigned variable (ideal_core) was being compared against "< 0", which
would always be a false condition.
We can also get rid of an unused function (GetNextProcessorId) which contained a sign
mismatch warning.
Quite frequently there have been cases where code has been merged into
the core that produces warning. In order to prevent this from occurring,
we can make the compiler flag these cases and allow our CI to flag down
any code that would generate these warnings.
This is beneficial given silent conversions from signed/unsigned can
result in logic bugs. This forces one writing changes to be explicit
about when signedness conversions are desirable, rather than leaving it
up to readers' interpretation.
Currently the codebase isn't in a state where it will build successfully
with this change applied, but this will be addressed in subsequent
follow-up changes. This set of changes will focus on making it build
properly with these changes for MSVC as a starting point for basic
coverage.
`boost::make_iterator_range` is available when `boost/range/iterator_range.hpp` is included.
Also include `boost/icl/interval_map.hpp` and `boost/icl/interval_set.hpp`.
Avoids potential allocations due to the usage of std::string on strings
that we know at compile time. Most of these might fit in SSO, but it
adds complexity that can be easily avoided with string views.
Emulates negative y viewports with ARB_clip_control. This allows us to
more easily emulated pipelines with tessellation and/or geometry shader
stages. It also avoids corrupting games with transform feedbacks and
negative viewports (gl_Position.y was being modified).
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
- This does not actually seem to exist in the real kernel - games reset these automatically.
# Conflicts:
# src/core/hle/service/am/applets/applets.cpp
# src/core/hle/service/filesystem/fsp_srv.cpp
Nvidia's OpenGL driver maps gl(Named)BufferSubData with some requirements
to a fast. This path has an extra memcpy but updates the buffer without
orphaning or waiting for previous calls. It can be seen as a better
model for "push constants" that can upload a whole UBO instead of 256
bytes.
This path has some requirements established here:
http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf#page=24
Instead of using the stream buffer, this commits moves constant buffers
uploads to calls of glNamedBufferSubData and from my testing it brings a
performance improvement. This is disabled when the vendor is not Nvidia
since it brings performance regressions.
Originally on the last commit I thought TLD4 acted the same as TLD4S and
didn't have a mask. It actually does have a component mask. This commit
corrects that.
This commit fixes an issue where not all 4 results of tld4 were being
written, the color component was defaulted to red, among other things.
It also implements the bindless variant.
Bindless textures were using u64 to pack the buffer and offset from
where they come from. Drop this in favor of separated entries in the
struct.
Remove the usage of std::set in favor of std::list (it's not std::vector
to avoid reference invalidations) for samplers and images.
Stops relying on a fork for providing zip handling and instead tracks
the upstream branch but keeps any necessary build-related changes in the
source tree directly without modifying the libzip target itself.
Greatly shrinks the amount of generated code for GetDecodeTable().
Collapses an assembly output of 9000+ lines down to ~3621 with Clang,
and 6513 down to ~2616 with GCC, given it's now allowed to construct all
the entries as a sequence of constant data.
Given the overall size of the maps are very small, we can use arrays of
pairs here instead of always heap allocating a new map every time the
functions are called. Given the small size of the maps, the difference
in container lookups are negligible, especially given the entries are
already sorted.
Tracks upstream opus, allowing the library to be easily updated. While
we're at it, we incorporate the CMakeLists.txt so that we have easy
control over the requirements of the build.
After further hardware investigation, it appears that some games, perhaps those more lazily coded, will not call EnsureSaveData, meaning that they expect the normal (current) save to be automatically made. Additionally, some games do not create a cache or temporary save before use.
In these 3 specific instances, the save is created automatically for the game if it doesn't exist.
TLD4S always outputs 4 values, the previous code checked a component
mask and omitted those values that weren't part of it. This commit
corrects that and makes sure all 4 values are set.
Ignore global memory operations instead of invoking undefined behaviour
when constant buffer tracking fails and we are blasting through asserts,
ignore the operation.
In the case of LDG this means filling the destination registers with
zeroes; for STG this means ignore the instruction as a whole.
The default behaviour is still to abort execution on failure.
The returned string is simply a substring of our constexpr tabs
string_view, so we can just use a string_view here as well, since the
original string_view is guaranteed to always exist.
Now the function is fully non-allocating.
While not an issue, it does prevent fallthrough from occurring if
anything is ever added after this case (unlikely to occur, but this
turns a trivial "should not cause issues" into a definite "won't cause
issues).
While a map is an OK way to do lookups (and usually recommended in most
cases), this is a map that lives for the entire duration of the program
and only deallocates its contents when the program terminates.
Given the total size of the map is quite small, we can simply use a
std::array of pairs and utilize std::find_if to perform the same
behavior without loss of performance.
This eliminates a static constructor and places the data into the
read-only segment.
While we're at it, we can also handle malformed inputs instead of
directly dereferencing the resulting iterator.
Normaly OpenGL does not care if the areas exceed the texture regions but
other backends such as Vulkan do care about the limits of this areas.
This PR crops the areas of the blit in order that they don't surpass the
limits of the textures. This should help Vulkan and faulty OpenGL
drivers
This can be trivially fixed by making the input size a size_t.
CFGRebuildState's constructor parameter is already a std::size_t, so
this just makes the size type fully conform with it.
This allows the function to be completely non-allocating for inputs of
all sizes (i.e. there's no heap cost for an input to convert to a
std::string_view).
This only ever queries if the type exists within the variant, but
doesn't actually do anything with the return value. We can just use
std::holds_alternative for this use case.
MetaImage contains a std::vector, so copying here could result in
unnecessary reallocations. Given the operation lives throughout the
entire scope, this is safe to do.
Amends the doxygen comments so that they properly resolve. While we're
at it, we can correct some typos and fix up some of the comments'
formatting in order to make them slightly nicer to read.
Makes the header more general for other potential algorithms in the
future. While we're at it, include a missing <functional> include to
satisfy the use of std::less.
In case of redundant yields, the scheduler will now idle the core for
it's timeslice, in order to avoid continuously yielding the same thing
over and over.
This was related to the source allocator being passed into the
constructor potentially having a different type than allocator being
constructed.
We simply need to provide a constructor to handle this case.
This resolves issues related to the allocator causing debug builds on
MSVC to fail.
On parse errors, we can log out the explanatory string indicating what
the parsing error was, rather than just ignoring the variable and
returning an overly broad error code.
This only encourages the use of the global system instance (which will
be phased out long-term). Instead, we use the direct system function
call directly to remove the appealing but discouraged short-hand.
Migrates the HLE service code off the use of directly accessing the
global system instance where trivially able to do so.
This removes all usages of Core::CurrentProcess from the service code,
only 8 occurrences of this function exist elsewhere. There's still quite
a bit of "System::GetInstance()" being used, however this was able to
replace a few instances.
This commit uses guest fences on vSync event instead of an articial fake
fence we had.
It also corrects to keep signaling display events while loading the game
as the OS is suppose to send buffers to vSync during that time.
We don't need to depend on a custom fork for this. We can add the
library as is, and then make it excluded from the ALL target, so we only
link in the libraries that we actually make use of.
Previously we were simply returning the account-preselect structure all times but if passed with a different mode the game expects application-specific data. This also adds a hook for BCAT into this allowing us to send the launch parameter through bcat,
* ci: Add mock build alternative for fast testing
* ci: Always cache build
* ci: Extract steps to download build stage artifacts
* ci: Add template to release to GitHub
* ci: Add template to release to Azure Universal Artifacts
* ci: Split mainline to two pipelines
These two colorful themes are based on the Default and Dark themes, and contain icons that are colored rather than black and white. These icons come from icons8.com and they have been slightly revised by me. I'm pretty sure I was licensed to use them for Citra.
Co-Authored-By: Pengfei Zhu <zhupengfei321@sina.cn>
Also fix a small issue with incorrect shutdown ordering in SDL.
Previously the system would still be running so the telemetry task
didn't launch and detached_tasks would assert(count == 0)
This used to occur due to the VMManager being nullptr at the time cheats were registered (during load, but before it was done). This is bypassed by not accessing the VMManager for offset data until load is complete,
This is to go with the Atmosphere VM port, now it just contains the callbacks needed for the interface between DmntCheatVm and yuzu, along with the cheat parsers.
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as
these require a distinction between U32 and S32. These have to be
implemented with imageCompSwap loop.
These functions are not stubbed and are called fairly often. Due to the nature of how often they're called, we should keep them marked as LOG_TRACE instead of LOG_DEBUG or LOG_WARNING
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget
to apply at least once to blit the final texture as sRGB. Instead of
doing this apply sRGB if the presented image has sRGB.
Also enable sRGB by default on Maxwell3D registers as some games seem to
assume this.
Avoids the use of global accessors, removing the reliance on global
state. This also makes dependencies explicit in the interface, as
opposed to being hidden
The speed limiter being a frame limiter is an implmentation detail and can be changed in the future. What user care about is that it limit the emulation speed in genenral (not just graphics but also audio+input)
Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
* Fix stencil dirty flags tracking when stencil is disabled
* Attach stencil on clears (previously it only attached depth)
* Attach stencil on drawing regardless of stencil testing being enabled
Nvidia defaults to wrapped shifts, but this is undefined behaviour on
OpenGL's spec. Explicitly mask/clamp according to what the guest shader
requires.
GLSL decompiler type system was broken. We converted all return values
to float except for some cases where returning we couldn't and
implicitly broke the rule of returning floats (e.g. for bools or bool
pairs).
Instead of doing this introduce class Expression that knows what type a
return value has and when a consumer wants to use the string it asks for
it with a required type, emitting a runtime error if types are
incompatible.
This has the disadvantage that there's more C++ code, but we can emit
better GLSL code that's easier to read.
Identified a bug in the script which uses the azure image when attempting to upgrade python3-pip.
Package index was out of date because apt-get update was not ran before attempting the upgrade.
Volume is a f32 value. (SwIPC describes it as a u32, but it is actually f32 as corroborated by switchbrew docs and SetAudioDeviceOutputVolume)
```cpp
const f32 volume = rp.Pop<f32>();
```
If an unmapping operation fails, we shouldn't be decrementing the amount
of memory mapped and returning that the operation was successful. We
should actually be returning the error code in this case.
Avoids potentially expensive (depending on the size of the memory block)
allocations by reserving the necessary memory before performing both
insertions. This avoids scenarios where the second insert may cause a
reallocation to occur.
Avoids needing to read the same long sequence of code in both code
paths. Also makes it slightly nicer to read and debug, as the locals
will be able to be shown in the debugger.
Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics
Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.
To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:
* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true
ballotARB, also known as "uint64_t(activeThreadsNV())", emits
VOTE.ANY Rd, PT, PT;
on nouveau's compiler. This doesn't match exactly to Nvidia's code
VOTE.ALL Rd, PT, PT;
Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
We can simply enable CMAKE_AUTOUIC and let CMake take care of handling
the UI code generation for targets.
As part of letting CMake automatically handle the header file parsing,
we must not name includes with "ui_*" unless they're related to the
output of the Qt UIC compiler. Because of this, we need to rename
ui_settings, given it would conflict with this restriction.
This commit ensures that the host gpu is constantly fed with commands to
work with, while the guest gpu keeps producing the rest of the commands.
This reduces syncing time between host and guest gpu.
This commit fixes offsets on Linear -> Tiled copies, corrects z pos
fortiled->linear copies, corrects bytes_per_pixel calculation in tiled
-> linear copies and relaxes some limitations set by latest dma fixes
refactors.
This commit ensures that all backing memory allocated for the Guest CPU
is aligned to 256 bytes. This due to how gpu memory works and the heavy
constraints it has in the alignment of physical memory.
Audio devices use the supplied revision information in order to
determine if USB audio output is able to be supported. In this case, we
can only really handle using this revision information in
ListAudioDeviceName(), where it checks if USB audio output is supported
before supplying it as a device name.
A few other scenarios exist where the revision info is checked, such as:
- Early exiting from SetAudioDeviceOutputVolume if USB audio is
attempted to be set when that device is unsupported.
- Early exiting and returning 0.0f in GetAudioDeviceOutputVolume when
USB output volume is queried and it's an unsupported device.
- Falling back to AHUB headphones in GetActiveAudioDeviceName when the
device type is USB output, but is unsupported based off the revision
info.
In order for these changes to also be implemented, a few other changes
to the interface need to be made.
Given we now properly handle everything about ListAudioDeviceName(), we
no longer need to describe it as a stubbed function.
The revision querying facilities are used by more than just audren. e.g.
audio devices can use this to test whether or not USB audio output is
supported.
This will be used within the following change.
AudioDevice and AudioInterface aren't valid device names on the Switch.
We should also be returning consistent names in
GetActiveAudioDeviceName().
While we're at it, we can also handle proper name output in
ListAudioDeviceName, by returning all the available devices on the
Switch.
This is the default behavior of the copy constructor, so it doesn't need
to be specified.
While we're at it we can make the other non-default constructor
explicit.
Prevents a truncation warning from occurring with MSVC. Also the
internal data structures already treat it as a size_t, so this is just a
discrepancy in the interface.
Textures can have different components types in different orders. This
assert was completely inprecise and the effectiveness of such is better
handled by case and within the texture cache.
Conditional Rendering takes care of conditionaly clearing or drawing
depending on a set of queries. This PR implements the query checks to
stablish if things can be rendered or not.
These are std::shared_ptr instances underneath the hood, which means
copying them isn't as cheap as a regular pointer. Particularly so on
weakly-ordered systems.
This avoids atomic reference count increments and decrements where they
aren't necessary for the core set of operations.
While changing this code, simplify tracking code to allow returning
the base address node, this way callers don't have to manually rebuild
it on each invocation.
Creating multiple "AudioRenderer" threads cause the previous thread to be overwritten. The thread will name be renamed to AudioRenderer-InstanceX, where X is the current instance number.
Provides a basic implementation of SetAutoSleepDisabled. Until idle
handling is implemented, this is about the best we can do.
In the meantime, provide a rough documenting of specifics that occur
when this function is called on actual hardware.
The JIT is mature enough that this setting can be removed, falling back
to Unicorn only on unsupported architectures. Any missing features from
Unicorn (of which there are extremely few), are mostly
developer-oriented, which most users don't care about.
Features should be coordinated with the JIT, not the interpreter,
anyhow.
This was initially necessary when AArch64 JIT emulation was in its
infancy and all memory-related instructions weren't implemented.
Given the JIT now has all of these facilities implemented, we can remove
these functions from the CPU interface.
Prior to PR, Yuzu did not restore memory to RW-
on unmap of mirrored memory or unloading of NRO.
(In fact, in the NRO case, the memory was unmapped
instead of reprotected to --- on Load, so it was
actually lost entirely...)
This PR addresses that, and restores memory to RW-
as it should.
This fixes a crash in Super Smash Bros when creating
a World of Light save for the first time, and possibly
other games/circumstances.
We don't have any friends implemented in Yuzu yet so it doesn't make sense to return any friends. For now we'll be returning 0 friends however the information provided will allow a proper implementation of this cmd when needed.
must_reconfigure isn't a parameter for this function any more, so it can
be replaced with current_state.
While we're at it, we can make the parameters of the declaration match
the same name as the ones in the definition.
This sets the DeviceMapped attribute for GPU-mapped memory blocks,
and prevents merging device mapped blocks. This prevents memory
mapped from the gpu from having its backing address changed by
block coalesce.
This commit implements gl_ViewportIndex and gl_Layer in vertex and
geometry shaders. In the case it's used in a vertex shader, it requires
ARB_shader_viewport_layer_array. This extension is available on AMD and
Nvidia devices (mesa and proprietary drivers), but not available on
Intel on any platform. At the moment of writing this description I don't
know if this is a hardware limitation or a driver limitation.
In the case that ARB_shader_viewport_layer_array is not available,
writes to these registers on a vertex shader are ignored, with the
appropriate logging.
This implements svcMapPhysicalMemory/svcUnmapPhysicalMemory for Yuzu,
which can be used to map memory at a desired address by games since
3.0.0.
It also properly parses SystemResourceSize from NPDM, and makes
information available via svcGetInfo.
This is needed for games like Super Smash Bros. and Diablo 3 -- this
PR's implementation does not run into the "ASCII reads" issue mentioned
in the comments of #2626, which was caused by the following bugs in
Yuzu's memory management that this PR also addresses:
* Yuzu's memory coalescing does not properly merge blocks. This results
in a polluted address space/svcQueryMemory results that would be
impossible to replicate on hardware, which can lead to game code making
the wrong assumptions about memory layout.
* This implements better merging for AllocatedMemoryBlocks.
* Yuzu's implementation of svcMirrorMemory unprotected the entire
virtual memory range containing the range being mirrored. This could
lead to games attempting to map data at that unprotected
range/attempting to access that range after yuzu improperly unmapped
it.
* This PR fixes it by simply calling ReprotectRange instead of
Reprotect.
Prior to execution within a process beginning, the process establishes
its own TLS region for uses (as far as I can tell) related to exception
handling.
Now that TLS creation was decoupled from threads themselves, we can add
this behavior to our Process class. This is also good, as it allows us
to remove a stub within svcGetInfo, namely querying the address of that
region.
Previously, a translated string was being appended onto another string
in a manner that doesn't allow the translator to control where the
appended text is placed. This can be a nuisance for languages where
grammar and text ordering differs from English.
We now append the strings via the format strings themselves, which
allows translators to reorder where the text will be placed.
Instead of passing by copy an execution context through out the whole
Vulkan call hierarchy, use a command buffer view and fence view
approach.
This internally dereferences the command buffer or fence forcing the
user to be unable to use an outdated version of it on normal usage.
It is still possible to keep store an outdated if it is casted to
VKFence& or vk::CommandBuffer.
While changing this file, add an extra parameter for Flush and Finish to
allow releasing the fence from this calls.
Provides a more accurate name for the memory region and also
disambiguates between the map and new map regions of memory, making it
easier to understand.
Handles the placement of the stack a little nicer compared to the
previous code, which was off in a few ways. e.g.
The stack (new map) region, shouldn't be the width of the entire address
space if the size of the region calculation ends up being zero. It
should be placed at the same location as the TLS IO region and also have
the same size.
In the event the TLS IO region contains a size of zero, we should also
be doing the same thing. This fixes our memory layout a little bit and
also resolves some cases where assertions can trigger due to the memory
layout being incorrect.
Taking the json instance as a constant reference, makes all moves into
the parameter non-functional, resulting in copies. Taking it by value
allows moves to function.
A normal user shouldn't change this, as it will slow down the emulation and can lead to bugs or crashes. The renaming is done in order to prevent users from leaving this on without a way to turn it off from the UI.
Extracts out all of the thread local storage management from thread
instances themselves and makes the owning process handle the management
of the memory. This brings the memory management slightly more in line
with how the kernel handles these allocations.
Furthermore, this also makes the TLS page management a little more
readable compared to the lingering implementation that was carried over
from Citra.
This will be necessary for making our TLS slot management slightly more
straightforward. This can also be utilized for other purposes in the
future.
We can implement the existing simpler overload in terms of this one
anyways, we just pass the beginning and end of the ASLR region as the
boundaries.
We shouldn't be incrementing if wave buffers are empty. They are considered invalid/unused wave buffers.
This fixes the issue of certain sounds looping when they shouldn't
The event should only be signaled when an output audio device gets changed. Example, Speaker to USB headset. We don't identify different devices internally yet so there's no need to signal the event yet.
DeltaFragments are only used to download and apply partial patches on a real console, and are not useful to us at all. Most patch NSPs do not include them, and when they do, it's a waste of space to install them.
StartLrAssignmentMode and StopLrAssignmentMode don't require any implementation as it's just used for showing the screen of changing the controller orientation if the user wishes to do so. Ever since #1634 this has not been needed as users can specify the controller orientation from the config and swap at any time. We store a private member just in case this gets used for anything extra in the future
InitializeApplicationInfoRestricted will need further implementation as it's checking for other user requirements about the game. As we're emulating, we're assuming the user owns the game so we skip these checks currently, implementation will need to be added further on
This PR attempts to implement the shared memory provided by GetSharedMemoryNativeHandle. There is still more work to be done however that requires a rehaul of the current time module to handle clock contexts. This PR is mainly to get the basic functionality of the SharedMemory working and allow the use of addition to it whilst things get improved on.
Things to note:
Memory Barriers are used in the SharedMemory and a better solution would need to be done to implement this. Currently in this PR I’m faking the memory barriers as everything is sync and single threaded. They work by incrementing the counter and just populate the two data slots. On data reading, it will read the last added data.
Specific values in the shared memory would need to be updated periodically. This isn't included in this PR since we don't actively do this yet. In a later PR when time is refactored this should be done.
Finally, as we don't handle clock contexts. When time is refactored, we will need to update the shared memory for specific contexts. This PR does this already however since the contexts are all identical and not separated. We're just updating the same values for each context which in this case is empty.
Tiime:SetStandardUserSystemClockAutomaticCorrectionEnabled, Time:IsStandardUserSystemClockAutomaticCorrectionEnabled are also partially implemented in this PR. The reason the implementation is partial is because once again, a lack of clock contexts. This will be improved on in a future PR.
This PR closes issue #2556
This is more representative of what actually occurs, as web does support remote URLs which wouldn't need a romfs callback. This paves for easy future support of this with a call like 'OpenPageRemote' or similar.
This makes conflicts between non compress and compress textures to be
auto recycled. It also limits the amount of mipmaps a texture can have
if it goes above it's limit.
Instead of storing all block width, height and depths in their shifted
form:
block_width = 1U << block_shift;
Store them like they are provided by the emulated hardware (their
block_shift form). This way we can avoid doing the costly
Common::AlignUp operation to align texture sizes and drop CPU integer
divisions with bitwise logic (defined in Common::AlignBits).
Due to our current infrastructure, it is possible for a mipmap to be set
on as a render target before a texception of that mipmap's superset be
set afterwards. This is problematic as we rely on texture views to set
up texceptions and protecting render targets targets for 3D texture
rendering.
One simple solution is to configure framebuffers after texture setup but
this brings other problems. This solution, forces a reconfiguration of
the framebuffers after such event happens.
Even though it has been proven that IAudioRenderer:SystemEvent is
actually an automatic event. The current implementation of such event is
all thought to be manual. Thus it's implementation needs to be corrected
when doing such change. As it is right now this PR introduced a series
of regressions on softlocks on multiple games. Therefore, this pr
reverts such change until a correct implementation is made.
* CMake: Get Git submodule dependencies via CMake
* CMakeLists: Fixed unintentional line break
* travis: Bring parity between linux-mingw and linux build script
* CMakeLists: Fixed typo in error message
These source files have been unused for the entire lifecycle of the
project. They're a hold-over from Citra and only add to the build time
of the project, so they can be removed.
There's also likely no way this would ever work in yuzu in its current
form without revamping quite a bit of it, given how different the GPU on
the Switch is compared to the 3DS.
The old implementation had faulty Threadsafe methods where events could
be missing. This implementation unifies unsafe/safe methods and makes
core timing thread safe overall.
IPC-100 was changed to InitializeApplicationInfoOld instead of InitializeApplicationInfo. IPC-150 makes an indentical call to IPC-100 however does extra processing. They should not have the same name as it's quite confusing to debug.
Avoids potentially performing multiple reallocations (depending on the
size of the input data) by reserving the necessary amount of memory
ahead of time.
This is trivially doable, so there's no harm in it.
These can be generified together by using a concept type to designate
them. This also has the benefit of not making copies of potentially very
large arrays.
This is performing more work than would otherwise be necessary during
VMManager's destruction. All we actually want to occur in this scenario
is for any allocated memory to be freed, which will happen automatically
as the VMManager instance goes out of scope.
Anything else being done is simply unnecessary work.
This test is intended to be invalid GLSL, but it was being invalid in
two points instead of one. The intention is to use a non-immediate
parameter in a textureOffset like function.
The problem is that this shader was being compiled as a separable
shader object and the text was writting to gl_Position without a
redeclaration, being invalid GLSL.
Address that issue by using a user-defined output attribute.
Given we don't currently implement the personal heap yet, the existing
memory querying functions are essentially doing what the memory querying
types introduced in 6.0.0 do.
So, we can build the necessary machinery over the top of those and just
use them as part of info types.
Hardware testing revealed that SSY and PBK push to a different stack,
allowing code like this:
SSY label1;
PBK label2;
SYNC;
label1: PBK;
label2: EXIT;
Analysis passes do not have a good reason to depend on shader_ir.h to
work on top of nodes. This splits node-related declarations to their own
file and leaves the IR in shader_ir.h
To prepare for translation support, this makes all of the widgets
cognizant of the language change event that occurs whenever
installTranslator() is called and automatically retranslates their text
where necessary.
This is important as calling the backing UI's retranslateUi() is often
not enough, particularly in cases where we add our own strings that
aren't controlled by it. In that case we need to manually refresh the
strings ourselves.
Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.
This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
Enforces the use of the proper URL resolution functions. e.g.
url = some_local_path_string;
should actually be:
url = QUrl::fromLocalPath(some_local_path_string);
etc.
This makes it harder to cause bugs when operating with both strings and
URLs at the same time.
Other overloads of start() are considerably much safer to use if we ever
need this in the future and need to pass arguments to the program, given
it contains separate parameters for the program path and the arguments
themselves, whereas this unsafe overload contains both as a single
string.
Given the alternatives are much safer, we can disable this.
If this path was ever taken, a runtime exception would occur due to the
lack of a formatting specifier to insert the error code into the format
string.
Its prototype declared at the top of the translation unit contains the
static qualifier, so the function itself should also contain it to make
it a proper internally linked function.
The deleter can just be set in the constructor and maintained throughout
the lifetime of the object.
If a contained pointer is null, then the deleter won't execute, so this
is safe to do. We don't need to swap it out with a version of a deleter
that does nothing.
We can make this message more meaningful by indicating the location the
screenshot has been saved to. We can also log out whenever a screenshot
could not be saved (e.g. due to filesystem permissions or some other
reason).
Treating it as a u16 can result in a sign-conversion warning when
performing arithmetic with it, as u16 promotes to an int when aritmetic
is performed on it, not unsigned int.
This also makes the interface more uniform, as the layout interface now
operates on u32 across the board.
We can just pass a pointer to GMainWindow directly and make it a
requirement of the interface. This makes the interface a little safer,
since this would technically otherwise allow any random QWidget to be
the parent of a render window, downcasting it to GMainWindow (which is
undefined behavior).
"position" was being written but not read anywhere besides geometry
shaders, where it had the same value as gl_Position.
This commit replaces "position" with gl_Position, reducing the
complexity of our code and the emitted GLSL code.
Allows for things such as:
auto rect = Common::Rectangle{0, 0, 0, 0};
as opposed to being required to explicitly write out the underlying
type, such as:
auto rect = Common::Rectangle<int>{0, 0, 0, 0};
The only requirement for the deduction is that all constructor arguments
be the same type.
Stays consistent in our code with using Qt's provided mechanisms, and
also properly handles Unicode paths (which file streams on Windows don't
do very well).
Qt uses a signed value to represent indices. We should follow this
convention where applicable to avoid unnecessary sign-conversion
warnings, as well as making it easier to interoperate with other aspects
of Qt.
While we're at it, we can also make a sign-conversion explicit.
Makes the dependency explicit in the TelemetrySession's interface
instead of making it a hidden dependency.
This also revealed a hidden issue with the way the telemetry session was
being initialized. It was attempting to retrieve the app loader and log
out title-specific information. However, this isn't always guaranteed to
be possible.
During the initialization phase, everything is being constructed. It
doesn't mean an actual title has been selected. This is what the Load()
function is for. This potentially results in dead code paths involving
the app loader. Instead, we explicitly add this information when we know
the app loader instance is available.
Fix missing OpSelectionMerge instruction. This caused devices loses on
most hardware, Intel didn't care.
Fix [-1;1] -> [0;1] depth conversions.
Conditionally use VK_EXT_scalar_block_layout. This allows us to use
non-std140 layouts on UBOs.
Update external Vulkan headers.
Keeps track of native ASTC support, VK_EXT_scalar_block_layout
availability and SSBO range.
Check for independentBlend and vertexPipelineStorageAndAtomics as a
required feature. Always enable it.
Use vk::to_string format to log Vulkan enums.
Style changes.
critical() is intended for critical/fatal errors that threaten the
overall stability of an application. A user entering a conflicting key
sequence is neither of those.
1. This is something that should be solely emitted by the hotkey dialog
itself
2. This is functionally unused, given there's nothing listening for the
signal.
The previous code was all "smushed" together wasn't really grouped
together that well.
This spaces things out and separates them by relation to one another,
making it easier to visually parse the individual sections of code that
make up the constructor.
Uses a std::string_view instead of a std::string, given the pointed to
string isn't modified and is only used in a formatting operation.
This is nice because a few usages directly supply a string literal to
the function, allowing these usages to otherwise not heap allocate,
unlike the std::string overloads.
While we're at it, we can combine the address formatting into a single
formatting call.
A checkbox is able to be tri-state, giving it three possible activity
types, so in the connect call here, it would actually be truncating an
int into a bool.
Instead, we can just listen on the toggled() signal, which passes along
a bool, not an int.
The following code is broken on AMD's proprietary GLSL compiler:
```glsl
uint idx = ...;
vec4 values = ...;
float some_value = values[idx & 3];
```
It index the wrong components, to fix this the following pessimized code
is emitted when that bug is present:
```glsl
uint idx = ...;
vec4 values = ...;
float some_value;
if ((idx & 3) == 0) some_value = values.x;
if ((idx & 3) == 1) some_value = values.y;
if ((idx & 3) == 2) some_value = values.z;
if ((idx & 3) == 3) some_value = values.w;
```
Component indexing on AMD's proprietary driver is broken. This commit adds
a test to detect when we are on a driver that can't successfully manage
component indexing.
It dispatches a dummy draw with just one vertex shader that writes to an
indexed SSBO from the GPU with data sent through uniforms, it then reads
that data from the CPU and compares the expected output.
nullptr was being returned in the error case, which, at a glance may
seem perfectly OK... until you realize that std::string has the
invariant that it may not be constructed from a null pointer. This
means that if this error case was ever hit, then the application would
most likely crash from a thrown exception in std::string's constructor.
Instead, we can change the function to return an optional value,
indicating if a failure occurred.
Makes the parameter ordering consistent, and also makes the filename
parameter a std::string. A std::string would be constructed anyways with
the previous code, as IOFile's only constructor with a filepath is one
taking a std::string.
We can also make WriteStringToFile's string parameter utilize a
std::string_view for the string, making use of our previous changes to
IOFile.
We don't need to force the usage of a std::string here, and can instead
use a std::string_view, which allows writing out other forms of strings
(e.g. C-style strings) without any unnecessary heap allocations.
This allows for forming comment nodes without making unnecessary copies
of the std::string instance.
e.g. previously:
Comment(fmt::format("Base address is c[0x{:x}][0x{:x}]",
cbuf->GetIndex(), cbuf_offset));
Would result in a copy of the string being created, as CommentNode()
takes a std::string by value (a const ref passed to a value parameter
results in a copy).
Now, only one instance of the string is ever moved around. (fmt::format
returns a std::string, and since it's returned from a function by value,
this is a prvalue (which can be treated like an rvalue), so it's moved
into Comment's string parameter), we then move it into the CommentNode
constructor, which then moves the string into its member variable).
Amends cases where we were using things that were indirectly being
satisfied through other headers. This way, if those headers change and
eliminate dependencies on other headers in the future, we don't have
cascading compilation errors.
Previously, the code was accumulating data into a std::vector and then
tossing all of it away if a setting was disabled.
Instead, we can just check if it's disabled and do no work at all if
possible. If it's enabled, then we can append to the vector and
allocate.
Unlikely to impact usage much, but it is slightly less sloppy with
resources.
A few of the aoc service stubs/implementations weren't fully popping all
of the parameters passed to them. This ensures that all parameters are
popped and, at minimum, logged out.
Now that we have an OpenGL compatibility profile we might want to use
OpenGL compatibility symbols that are not available in our current glad.
This commit has been generated with https://glad.dav1d.de/ with all
extensions enabled and OpenGL 4.6 compatibility profile.
Given the array is a private static array, we can just make it
internally linked to hide it from external code. This also allows us to
remove an inclusion within the header.
SMDH is a metadata format used in some executable formats for the
Nintendo 3DS. Switch executables don't utilize this metadata format, so
this just a holdover from Citra and can be corrected.
Allows the loading screen code to compile with implicit string
conversions disabled.
While we're at it remove unnecessary const usages, and add it to nearby
variables where appropriate.
Gets rid of the need to special-case brace handling depending on the
overload used, and makes it consistent across the board with how fmt
handles them.
Strings with compile-time deducible strings are directly forwarded to
std::string's constructor, so we don't need to worry about the
performance difference here, as it'll be identical.
In a lot of places throughout the decompiler, string concatenation via
operator+ is used quite heavily. This is usually fine, when not heavily
used, but when used extensively, can be a problem. operator+ creates an
entirely new heap allocated temporary string and given we perform
expressions like:
std::string thing = a + b + c + d;
this ends up with a lot of unnecessary temporary strings being created
and discarded, which kind of thrashes the heap more than we need to.
Given we utilize fmt in some AddLine calls, we can make this a part of
the ShaderWriter's API. We can make an overload that simply acts as a
passthrough to fmt.
This way, whenever things need to be appended to a string, the operation
can be done via a single string formatting operation instead of
discarding numerous temporary strings. This also has the benefit of
making the strings themselves look nicer and makes it easier to spot
errors in them.
Many of these constructors don't even need to be templated. The only
ones that need to be templated are the ones that actually make use of
the parameter pack.
Even then, since std::vector accepts an initializer list, we can supply
the parameter pack directly to it instead of creating our own copy of
the list, then copying it again into the std::vector.
Given the class contains quite a lot of non-trivial types, place the
constructor and destructor within the cpp file to avoid inlining
construction and destruction code everywhere the class is used.
Avoids performing copies into the pair being returned. Instead, we can
just move the resources into the pair, avoiding the need to make copies
of both the std::string and ShaderEntries struct.
Given the offset is assigned a fixed value in the constructor, we can
just assign it directly and get rid of the need to write the name of the
variable again in the constructor initializer list.
Given the disk shader cache contains non-trivial types, we should
default it in the cpp file in order to prevent inlining of the
complex destruction logic.
The standard library expects hash specializations that don't throw
exceptions. Make this explicit in the type to allow selection of better
code paths if possible in implementations.
We don't need to load the code into a vector and then construct a string
over the data. We can just create a string with the necessary size ahead
of time, and read the data directly into it, getting rid of an
unnecessary heap allocation.
std::move does nothing when applied to a const variable. Resources can't
be moved if the object is immutable. With this change, we don't end up
making several unnecessary heap allocations and copies.
Booleans don't have a guaranteed size, but we still want to have them
integrate into the disk cache system without needing to actually use a
different type. We can do this by supplying non-template overloads for
the bool type.
Non-template overloads always have precedence during function
resolution, so this is safe to provide.
This gets rid of the need to smatter ternary conditionals, as well as
the need to use u8 types to store the value in.
These are only used from within this translation unit, so they don't
need to have external linkage. They were intended to be marked with this
anyways to be consistent with the other service functions.
Renames the members to more accurately indicate what they signify.
"OneShot" and "Sticky" are kind of ambiguous identifiers for the reset
types, and can be kind of misleading. Automatic and Manual communicate
the kind of reset type in a clearer manner. Either the event is
automatically reset, or it isn't and must be manually cleared.
The "OneShot" and "Sticky" terminology is just a hold-over from Citra
where the kernel had a third type of event reset type known as "Pulse".
Given the Switch kernel only has two forms of event reset types, we
don't need to keep the old terminology around anymore.
This reduces the boilerplate that services have to write out the current thread explicitly. Using current thread instead of client thread is also semantically incorrect, and will be a problem when we implement multicore (at which time there will be multiple current threads)
Nvidia's proprietary driver creates a real OpenGL compatibility profile
without this option, meanwhile Intel (and probably AMD, I haven't tested
it) require that QSurfaceFormat::FormatOption::DeprecatedFunctions is
explicitly enabled.
VS 2019 is binary compatible with VS 2017, so we can safely use
the prebuilt libraries for VS 2017 with VS 2019. This makes it less
annoying to build yuzu with the most up to date toolchain.
This was reduced due to happening on most games and at such constant
rate that it affected performance heavily for the end user. In general,
we are well aware of the assert and an implementation is already
planned.
Avoids inlining destruction logic where applicable, and also makes
forward declarations not cause unexpected compilation errors depending
on where the State class is used.
Lessens the amount of code that needs to be read, and gets rid of the
need to introduce an indexing variable. Instead, we just operate on the
objects directly.
std::memset is used to clear the entire register structure, which
requires that the Regs struct be trivially copyable (otherwise undefined
behavior is invoked). This prevents the case where a non-trivial type is
potentially added to the struct.
std::move within a copy constructor (on a data member that isn't
mutable) will always result in a copy. Because of that, the behavior of
this copy constructor is identical to the one that would be generated
automatically by the compiler, so we can remove it.
This corrects cases where it was possible to write more entries into the
write buffer than were requested. Now, we check the size of the buffer
before actually writing into them.
We were also returning the wrong value for
GetAvailableLanguageCodeCount2(). This was previously returning 64, but
only 17 should have been returned. 64 entries is the size of the static
array used in MakeLanguageCode() within the service binary itself, but
isn't the actual total number of language codes present.
Makes the class less surprising when it comes to forward declaring the
type, and also prevents inlining the destruction code of the class,
given it contains non-trivial types.
These are able to be omitted from the declaration of functions, since
they don't do anything at the type system level. The definitions of the
functions can retain the use of const though, since they make the
variables immutable in the implementation of the function where they're
used.
Instead of retrieving the data from the std::variant instance, we can
just check if the variant contains that type of data.
This is essentially the same behavior, only it returns a bool indicating
whether or not the type in the variant is currently active, instead of
actually retrieving the data.
By default, MSVC doesn't use standards-compliant volatile semantics.
This makes it behave in a standards-compliant manner, making
expectations more uniform across compilers.
For similar reasons to the previous change, we move this to a single
function, so we don't need to duplicate the conversion logic in several
places within main.cpp.
Specifies the conversions explicitly to avoid implicit conversions from
const char* to QString. This makes it easier to disable implicit QString
conversions in the future.
In this case, the implicit conversion was technically wrong as well. The
implicit conversion treats the input strings as ASCII characters. This
would result in an incorrect conversion being performed in the rare case
a branch name was created with a non-ASCII Unicode character, likely
resulting in junk being displayed.
Over time our config values have grown quite numerous in size.
Unfortunately it also makes the single functions we have for loading and
saving values more error prone.
For example, we were loading the core settings twice when they only
should have been loaded once. In another section, a variable was
shadowing another variable used to load settings from a completely
different section.
Finally, in one other case, there was an extraneous endGroup() call used
that didn't need to be done. This was essentially dead code and also a
bug waiting to happen.
This separates the section loading code into its own separate functions.
This keeps variables only visible to the code that actually needs it,
and makes it much easier to visually see the end of each individual
configuration group. It also makes it much easier to visually catch bugs
during code review.
While we're at it, this also uses QStringLiteral instead of raw string
literals, which both avoids constructing a lot of QString instances, but
also makes it much easier to disable implicit ASCII to QString and
vice-versa in the future via setting QT_NO_CAST_FROM_ASCII and
QT_NO_CAST_TO_ASCII as compilation flags.
The C++ standard allows constexpr variables declared with the extern
keyword to have external linkage. Previously MSVC wasn't abiding by
this. This just makes the compiler more standards compliant during
builds.
Given we currently don't make use of anything that would break by this,
this is safe to enable.
The backend is not used until we decide to submit the testcase/telemetry, and creating it early prevents users from updating the credentials properly while the games are running.
Also introduced in REV5 was a variable-size audio command buffer. This
also affects how the size of the work buffer should be determined, so we
can add handling for this as well.
Thankfully, no other alterations were made to how the work buffer size
is calculated in 7.0.0-8.0.0. There were indeed changes made to to how
some of the actual audio commands are generated though (particularly in
REV7), however they don't apply here.
Introduced in REV5. This is trivial to add support for, now that
everything isn't a mess of random magic constant values.
All this is, is a change in data type sizes as far as this function
cares.
"Unmagics" quite a few magic constants within this code, making it much
easier to understand. Particularly given this factors out specific
sections into their own self-contained lambda functions.
Instead of asserting on already stored shader variants, silently skip them.
This shouldn't be happening but when a shader is invalidated and it is
not stored in the shader cache, this assert would hit and save that
shader anyways when the asserts are disabled.
These are actually quite important indicators of thread lifetimes, so
they should be going into the debug log, rather than being treated as
misc info and delegated to the trace log.
Makes the code much nicer to follow in terms of behavior and control
flow. It also fixes a few bugs in the implementation.
Notably, the thread's owner process shouldn't be accessed in order to
retrieve the core mask or ideal core. This should be done through the
current running process. The only reason this bug wasn't encountered yet
is because we currently only support running one process, and thus every
owner process will be the current process.
We also weren't checking against the process' CPU core mask to see if an
allowed core is specified or not.
With this out of the way, it'll be less noisy to implement proper
handling of the affinity flags internally within the kernel thread
instances.
Provides serialization/deserialization to the database in system save files, accessors for database state and proper handling of both major Mii formats (MiiInfo and MiiStoreData)
This option allows picking the compatibility profile since a lot of bugs
are fixed in it. We devs will use this option to easierly debug current
problems in our Core implementation.:wq
flushing is now responsability of children caches instead of the cache
object. This change will allow the specific cache to pass extra
parameters on flushing and will allow more flexibility.
This is a holdover from Citra, where the 3DS has both
WaitSynchronization1 and WaitSynchronizationN. The switch only has one
form of wait synchronizing (literally WaitSynchonization). This allows
us to throw out code that doesn't apply at all to the Switch kernel.
Because of this unnecessary dichotomy within the wait synchronization
utilities, we were also neglecting to properly handle waiting on
multiple objects.
While we're at it, we can also scrub out any lingering references to
WaitSynchronization1/WaitSynchronizationN in comments, and change them
to WaitSynchronization (or remove them if the mention no longer
applies).
The actual behavior of this function is slightly more complex than what
we're currently doing within the supervisor call. To avoid dumping most
of this behavior in the supervisor call itself, we can migrate this to
another function.
The default constructor will always run, even when not specified, so
this is redundant.
However, the context member can indeed be initialized in the constructor
initializer list.
Previously we were building with MBCS, which is pretty undesirable. We
want the application to be Unicode-aware in general.
Currently, we make the command line variant of yuzu use ANSI variants of
the non-standard getopt functions that we link in for Windows, given we
only have an ANSI option-set.
We should really replace getopt with a library that we make all build
types of yuzu link in, but this will have to do for the time being.
Operations done before the main half float operation (like HAdd) were
managing a packed value instead of the unpacked one. Adding an unpacked
operation allows us to drop the per-operand MetaHalfArithmetic entry,
simplifying the code overall.
This is a compile definition introduced in Qt 4.8 for reducing the total
potential number of strings created when performing string
concatenation. This allows for less memory churn.
This can be read about here:
https://blog.qt.io/blog/2011/06/13/string-concatenation-with-qstringbuilder/
For a change that isn't source-compatible, we only had one occurrence
that actually need to have its type clarified, which is pretty good, as
far as transitioning goes.
This member variable is entirely unused. It was only set but never
actually utilized. Given that, we can remove it to get rid of noise in
the thread interface.
Essentially performs the inverse of svcMapProcessCodeMemory. This unmaps
the aliasing region first, then restores the general traits of the
aliased memory.
What this entails, is:
- Restoring Read/Write permissions to the VMA.
- Restoring its memory state to reflect it as a general heap memory region.
- Clearing the memory attributes on the region.
Uses arithmetic that can be identified more trivially by compilers for
optimizations. e.g. Rather than shifting the halves of the value and
then swapping and combining them, we can swap them in place.
e.g. for the original swap32 code on x86-64, clang 8.0 would generate:
mov ecx, edi
rol cx, 8
shl ecx, 16
shr edi, 16
rol di, 8
movzx eax, di
or eax, ecx
ret
while GCC 8.3 would generate the ideal:
mov eax, edi
bswap eax
ret
now both generate the same optimal output.
MSVC used to generate the following with the old code:
mov eax, ecx
rol cx, 8
shr eax, 16
rol ax, 8
movzx ecx, cx
movzx eax, ax
shl ecx, 16
or eax, ecx
ret 0
Now MSVC also generates a similar, but equally optimal result as clang/GCC:
bswap ecx
mov eax, ecx
ret 0
====
In the swap64 case, for the original code, clang 8.0 would generate:
mov eax, edi
bswap eax
shl rax, 32
shr rdi, 32
bswap edi
or rax, rdi
ret
(almost there, but still missing the mark)
while, again, GCC 8.3 would generate the more ideal:
mov rax, rdi
bswap rax
ret
now clang also generates the optimal sequence for this fallback as well.
This is a case where MSVC unfortunately falls short, despite the new
code, this one still generates a doozy of an output.
mov r8, rcx
mov r9, rcx
mov rax, 71776119061217280
mov rdx, r8
and r9, rax
and edx, 65280
mov rax, rcx
shr rax, 16
or r9, rax
mov rax, rcx
shr r9, 16
mov rcx, 280375465082880
and rax, rcx
mov rcx, 1095216660480
or r9, rax
mov rax, r8
and rax, rcx
shr r9, 16
or r9, rax
mov rcx, r8
mov rax, r8
shr r9, 8
shl rax, 16
and ecx, 16711680
or rdx, rax
mov eax, -16777216
and rax, r8
shl rdx, 16
or rdx, rcx
shl rdx, 16
or rax, rdx
shl rax, 8
or rax, r9
ret 0
which is pretty unfortunate.
This gives us significantly more control over where in the
initialization process we start execution of the main process.
Previously we were running the main process before the CPU or GPU
threads were initialized (not good). This amends execution to start
after all of our threads are properly set up.
Initially required due to the split codepath with how the initial main
process instance was initialized. We used to initialize the process
like:
Init() {
main_process = Process::Create(...);
kernel.MakeCurrentProcess(main_process.get());
}
Load() {
const auto load_result = loader.Load(*kernel.GetCurrentProcess());
if (load_result != Loader::ResultStatus::Success) {
// Handle error here.
}
...
}
which presented a problem.
Setting a created process as the main process would set the page table
for that process as the main page table. This is fine... until we get to
the part that the page table can have its size changed in the Load()
function via NPDM metadata, which can dictate either a 32-bit, 36-bit,
or 39-bit usable address space.
Now that we have full control over the process' creation in load, we can
simply set the initial process as the main process after all the loading
is done, reflecting the potential page table changes without any
special-casing behavior.
We can also remove the cache flushing within LoadModule(), as execution
wouldn't have even begun yet during all usages of this function, now
that we have the initialization order cleaned up.
Now that we have dependencies on the initialization order, we can move
the creation of the main process to a more sensible area: where we
actually load in the executable data.
This allows localizing the creation and loading of the process in one
location, making the initialization of the process much nicer to trace.
Like with CPU emulation, we generally don't want to fire off the threads
immediately after the relevant classes are initialized, we want to do
this after all necessary data is done loading first.
This splits the thread creation into its own interface member function
to allow controlling when these threads in particular get created.
Our initialization process is a little wonky than one would expect when
it comes to code flow. We initialize the CPU last, as opposed to
hardware, where the CPU obviously needs to be first, otherwise nothing
else would work, and we have code that adds checks to get around this.
For example, in the page table setting code, we check to see if the
system is turned on before we even notify the CPU instances of a page
table switch. This results in dead code (at the moment), because the
only time a page table switch will occur is when the system is *not*
running, preventing the emulated CPU instances from being notified of a
page table switch in a convenient manner (technically the code path
could be taken, but we don't emulate the process creation svc handlers
yet).
This moves the threads creation into its own member function of the core
manager and restores a little order (and predictability) to our
initialization process.
Previously, in the multi-threaded cases, we'd kick off several threads
before even the main kernel process was created and ready to execute (gross!).
Now the initialization process is like so:
Initialization:
1. Timers
2. CPU
3. Kernel
4. Filesystem stuff (kind of gross, but can be amended trivially)
5. Applet stuff (ditto in terms of being kind of gross)
6. Main process (will be moved into the loading step in a following
change)
7. Telemetry (this should be initialized last in the future).
8. Services (4 and 5 should ideally be alongside this).
9. GDB (gross. Uses namespace scope state. Needs to be refactored into a
class or booted altogether).
10. Renderer
11. GPU (will also have its threads created in a separate step in a
following change).
Which... isn't *ideal* per-se, however getting rid of the wonky
intertwining of CPU state initialization out of this mix gets rid of
most of the footguns when it comes to our initialization process.
Allows the compiler to inform when the result of a swap function is
being ignored (which is 100% a bug in all usage scenarios). We also mark
them noexcept to allow other functions using them to be able to be
marked as noexcept and play nicely with things that potentially inspect
"nothrowability".
Including every OS' own built-in byte swapping functions is kind of
undesirable, since it adds yet another build path to ensure compilation
succeeds on.
Given we only support clang, GCC, and MSVC for the time being, we can
utilize their built-in functions directly instead of going through the
OS's API functions.
This shrinks the overall code down to just
if (msvc)
use msvc's functions
else if (clang or gcc)
use clang/gcc's builtins
else
use the slow path
The template type here is actually a forwarding reference, not an rvalue
reference in this case, so it's more appropriate to use std::forward to
preserve the value category of the type being moved.
Some objects declare their handle type as const, while others declare it
as constexpr. This makes the const ones constexpr for consistency, and
prevent unexpected compilation errors if these happen to be attempted to be
used within a constexpr context.
These indicate options that alter how a read/write is performed.
Currently we don't need to handle these, as the only one that seems to
be used is for writes, but all the custom options ever seem to do is
immediate flushing, which we already do by default.
Without passing in a parent, this can result in focus being stolen from
the dialog in certain cases.
Example:
On Windows, if the logging window is left open, the logging Window will
potentially get focus over the hotkey dialog itself, since it brings all
open windows for the application into view. By specifying a parent, we
only bring windows for the parent into view (of which there are none,
aside from the hotkey dialog).
Avoids dumping all of the core settings machinery into whatever files
include this header. Nothing inside the header itself actually made use
of anything in settings.h anyways.
We need to ensure dynarmic gets a valid pointer if the page table is
resized (the relevant pointers would be invalidated in this scenario).
In this scenario, the page table can be resized depending on what kind
of address space is specified within the NPDM metadata (if it's
present).
In our error console, when loading a game, the strings:
QString::arg: Argument missing: "Loading...", 0
QString::arg: Argument missing: "Launching...", 0
would occasionally pop up when the loading screen was running. This was
due to the strings being assumed to have formatting indicators in them,
however only two out of the four strings actually have them.
This only applies the arguments to the strings that have formatting
specifiers provided, which avoids these warnings from occurring.
Adjusts the interface of the wrappers to take a system reference, which
allows accessing a system instance without using the global accessors.
This also allows getting rid of all global accessors within the
supervisor call handling code. While this does make the wrappers
themselves slightly more noisy, this will be further cleaned up in a
follow-up. This eliminates the global system accessors in the current
code while preserving the existing interface.
Keeps the return type consistent with the function name. While we're at
it, we can also reduce the amount of boilerplate involved with handling
these by using structured bindings.
This doesn't actually work anymore, and given how long it's been left in
that state, it's unlikely anyone actually seriously used it.
Generally it's preferable to use RenderDoc or Nsight to view surfaces.
Given we already ensure nothing can set the zeroth register in
SetRegister(), we don't need to check if the index is zero and special
case it. We can just access the register normally, since it's already
going to be zero.
We can also replace the assertion with .at() to perform the equivalent
behavior inline as part of the API.
Now, since we have a const qualified variant of GetPointer(), we can put
it to use in ReadBlock() to retrieve the source pointer that is passed
into memcpy.
Now block reading may be done from a const context.
- Use QStringLiteral where applicable.
- Use const where applicable
- Remove unnecessary precondition check (we already assert the pixbuf
being non null)
Fills in the missing surface types that were marked as unknown. The
order corresponds with the TextureFormat enum within
video_core/texture.h.
We also don't need to all of these strings as translatable (only the
first string, as it's an English word).
Since c5d41fd812 callback parameters were
changed to use an s64 to represent late cycles instead of an int, so
this was causing a truncation warning to occur here. Changing it to s64
is sufficient to silence the warning.
Replaces header inclusions with forward declarations where applicable
and also removes unused headers within the cpp file. This reduces a few
more dependencies on core/memory.h
BitField has been trivially copyable since
e99a148628, so we can eliminate these
TODO comments and use ReadObject() directly instead of memcpying the
data.
Makes the return type consistently uniform (like the intrinsics we're
wrapping). This also conveniently silences a truncation warning within
the kernel multi_level_queue.
Rather than make a full copy of the path, we can just use a string view
and truncate the viewed portion of the string instead of creating a totally
new truncated string.
Temporal generally indicates a relation to time, but this is just
creating a temporary, so this isn't really an accurate name for what the
function is actually doing.
TXQ returns integer types. Shaders usually do:
R0 = TXQ(); // => int
R0 = static_cast<float>(R0);
If we don't treat it as an integer, it will cast a binary float value as
float - resulting in a corrupted number.
In several places, we have request parsers where there's nothing to
really parse, simply because the HLE function in question operates on
buffers. In these cases we can just remove these instances altogether.
In the other cases, we can retrieve the relevant members from the parser
and at least log them out, giving them some use.
Applies the override specifier where applicable. In the case of
destructors that are defaulted in their definition, they can
simply be removed.
This also removes the unnecessary inclusions being done in audin_u and
audrec_u, given their close proximity.
Quite a few unused includes have built up over time, particularly on
core/memory.h. Removing these includes means the source files including
those files will no longer need to be rebuilt if they're changed, making
compilation slightly faster in this scenario.
Rather than scream that the file doesn't exist, we can clearly state
what specifically doesn't exist, to avoid ambiguity, and make it easier
to understand for non-primary English speakers/readers.
Quite a bit of these were out of sync with Switchbrew (and in some cases
entirely wrong). While we're at it, also expand the section of named
members. A segment within the control metadata is used to specify
maximum values for the user, device, and cache storage max sizes and
journal sizes.
These appear to be generally used by the am service (e.g. in
CreateCacheStorage, etc).
We need to be checking whether or not the given address is within the
kernel address space or if the given address isn't word-aligned and bail
in these scenarios instead of trashing any kernel state.
For whatever reason, shared memory was being used here instead of
transfer memory, which (quite clearly) will not work based off the name
of the function.
This corrects this wonky usage of shared memory.
Given server sessions can be given a name, we should allow retrieving
it instead of using the default implementation of GetName(), which would
just return "[UNKNOWN KERNEL OBJECT]".
The AddressArbiter type isn't actually used, given the arbiter itself
isn't a direct kernel object (or object that implements the wait object
facilities).
Given this, we can remove the enum entry entirely.
Moves includes into the cpp file where necessary. This way,
microprofile-related stuff isn't dumped into other UI-related code when
the dialog header gets included.
Similarly like svcGetProcessList, this retrieves the list of threads
from the current process. In the kernel itself, a process instance
maintains a list of threads, which are used within this function.
Threads are registered to a process' thread list at thread
initialization, and unregistered from the list upon thread destruction
(if said thread has a non-null owning process).
We assert on the debug event case, as we currently don't implement
kernel debug objects.
Now that ShouldWait() is a const qualified member function, this one can
be made const qualified as well, since it can handle passing a const
qualified this pointer to ShouldWait().
Previously this was performing a u64 + int sign conversion. When dealing
with addresses, we should generally be keeping the arithmetic in the
same signedness type.
This also gets rid of the static lifetime of the constant, as there's no
need to make a trivial type like this potentially live for the entire
duration of the program.
This doesn't really provide any benefit to the resource limit interface.
There's no way for callers to any of the service functions for resource
limits to provide a custom name, so all created instances of resource
limits other than the system resource limit would have a name of
"Unknown".
The system resource limit itself is already trivially identifiable from
its limit values, so there's no real need to take up space in the object to
identify one object meaningfully out of N total objects.
Since C++17, the introduction of deduction guides for locking facilities
means that we no longer need to hardcode the mutex type into the locks
themselves, making it easier to switch mutex types, should it ever be
necessary in the future.
Since C++17, we no longer need to explicitly specify the type of the
mutex within the lock_guard. The type system can now deduce these with
deduction guides.
Based off RE, most of these structure members are register values, which
makes, sense given this service is used to convey fatal errors.
One member indicates the program entry point address, one is a set of
bit flags used to determine which registers to print, and one member
indicates the architecture type.
The only member that still isn't determined is the final member within
the data structure.
The kernel makes sure that the given size to unmap is always the same
size as the entire region managed by the shared memory instance,
otherwise it returns an error code signifying an invalid size.
This is similarly done for transfer memory (which we already check for).
Many of these functions are carried over from Dolphin (where they aren't
used anymore). Given these have no use (and we really shouldn't be
screwing around with OS-specific thread scheduler handling from the
emulator, these can be removed.
The function for setting the thread name is left, however, since it can
have debugging utility usages.
This was initially added to prevent problems from stubbed/not implemented NFC services, but as we never encountered such and as it's only used in a deprecated function anyway, I guess we can just remove it to prevent more clutter of the settings.
Reports the (mostly) correct size through svcGetInfo now for queries to
total used physical memory. This still doesn't correctly handle memory
allocated via svcMapPhysicalMemory, however, we don't currently handle
that case anyways.
This will make operating with the process-related SVC commands much
nicer in the future (the parameter representing the stack size in
svcStartProcess is a 64-bit value).
This isn't used at all in the OpenGL shader cache, so we can remove it's
include here, meaning one less file needs to be recompiled if any
changes ever occur within that header.
core/memory.h is also not used within this file at all, so we can remove
it as well.
We can just pass in the Maxwell3D instance instead of going through the
system class to get at it.
This also lets us simplify the interface a little bit. Since we pass in
the Maxwell3D context now, we only really need to pass the shader stage
index value in.
The pusher instance is only ever used in the constructor of the
ThreadManager for creating the thread that the ThreadManager instance
contains. Aside from that, the member is unused, so it can be removed.
These functions act in tandem similar to how a lock or mutex require a
balanced lock()/unlock() sequence.
EnterFatalSection simply increments a counter for how many times it has
been called, while LeaveFatalSection ensures that a previous call to
EnterFatalSection has occured. If a previous call has occurred (the
counter is not zero), then the counter gets decremented as one would
expect. If a previous call has not occurred (the counter is zero), then
an error code is returned.
In some cases, our callbacks were using s64 as a parameter, and in other
cases, they were using an int, which is inconsistent.
To make all callbacks consistent, we can just use an s64 as the type for
late cycles, given it gets rid of the need to cast internally.
While we're at it, also resolve some signed/unsigned conversions that
were occurring related to the callback registration.
One behavior that we weren't handling properly in our heap allocation
process was the ability for the heap to be shrunk down in size if a
larger size was previously requested.
This adds the basic behavior to do so and also gets rid of HeapFree, as
it's no longer necessary now that we have allocations and deallocations
going through the same API function.
While we're at it, fully document the behavior that this function
performs.
Makes it more obvious that this function is intending to stand in for
the actual supervisor call itself, and not acting as a general heap
allocation function.
Also the following change will merge the freeing behavior of HeapFree
into this function, so leaving it as HeapAllocate would be misleading.
In cases where HeapAllocate is called with the same size of the current
heap, we can simply do nothing and return successfully.
This avoids doing work where we otherwise don't have to. This is also
what the kernel itself does in this scenario.
Another holdover from citra that can be tossed out is the notion of the
heap needing to be allocated in different addresses. On the switch, the
base address of the heap will always be managed by the memory allocator
in the kernel, so this doesn't need to be specified in the function's
interface itself.
The heap on the switch is always allocated with read/write permissions,
so we don't need to add specifying the memory permissions as part of the
heap allocation itself either.
This also corrects the error code returned from within the function.
If the size of the heap is larger than the entire heap region, then the
kernel will report an out of memory condition.
The use of a shared_ptr is an implementation detail of the VMManager
itself when mapping memory. Because of that, we shouldn't require all
users of the CodeSet to have to allocate the shared_ptr ahead of time.
It's intended that CodeSet simply pass in the required direct data, and
that the memory manager takes care of it from that point on.
This means we just do the shared pointer allocation in a single place,
when loading modules, as opposed to in each loader.
This source file was utilizing its own version of the NSO header.
Instead of keeping this around, we can have the patch manager also use
the version of the header that we have defined in loader/nso.h
The total struct itself is 0x100 (256) bytes in size, so we should be
providing that amount of data.
Without the data, this can result in omitted data from the final loaded
NSO file.
Implements an API agnostic texture view based texture cache. Classes
defined here are intended to be inherited by the API implementation and
used in API-specific code.
This implementation exposes protected virtual functions to be called
from the implementer.
Before executing any surface copies methods (defined in API-specific code)
it tries to detect if the overlapping surface is a superset and if it
is, it creates a view. Views are references of a subset of a surface, it
can be a superset view (the same as referencing the whole texture).
Current code manages 1D, 1D array, 2D, 2D array, cube maps and cube map
arrays with layer and mipmap level views. Texture 3D slices views are
not implemented.
If the view attempt fails, the fast path is invoked with the overlapping
textures (defined in the implementer). If that one fails (returning
nullptr) it will flush and reload the texture.
Makes it more evident that one is for actual code and one is for actual
data. Mutable and static are less than ideal terms here, because
read-only data is technically not mutable, but we were mapping it with
that label.
In 93da8e0abf, the page table construct
was moved to the common library (which utilized these inclusions). Since
the move, nothing requires these headers to be included within the
memory header.
- GPU will be released on shutdown, before pages are unmapped.
- On subsequent runs, current_page_table will be not nullptr, but GPU might not be valid yet.
When #2247 was created, thread_queue_list.h was the only user of
boost-related code, however #2252 moved the page table struct into
common, which makes use of Boost.ICL, so we need to add the dependency
to the common library's link interface again.
Given this is utilized by the loaders, this allows avoiding inclusion of
the kernel process definitions where avoidable.
This also keeps the loading format for all executable data separate from
the kernel objects.
Neither the NRO or NSO loaders actually make use of the functions or
members provided by the Linker interface, so we can just remove the
inheritance altogether.
This function passes in the desired main applet and library applet
volume levels. We can then just pass those values back within the
relevant volume getter functions, allowing us to unstub those as well.
The initial values for the library and main applet volumes differ. The
main applet volume is 0.25 by default, while the library applet volume
is initialized to 1.0 by default in the services themselves.
Modifying CMAKE_* related flags directly applies those changes to every
single CMake target. This includes even the targets we have in the
externals directory.
So, if we ever increased our warning levels, or enabled particular ones,
or enabled any other compilation setting, then this would apply to
externals as well, which is often not desirable.
This makes our compilation flag setup less error prone by only applying
our settings to our targets and leaving the externals alone entirely.
This also means we don't end up clobbering any provided flags on the
command line either, allowing users to specifically use the flags they
want.
We generally shouldn't be hijacking CMAKE_CXX_FLAGS, etc as a means to
append flags to the targets, since this adds the compilation flags to
everything, including our externals, which can result in weird issues
and makes the build hierarchy fragile.
Instead, we want to just apply these compilation flags to our targets,
and let those managing external libraries to properly specify their
compilation flags.
This also results in us not getting as many warnings, as we don't raise
the warning level on every external target.
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.
Rather than make a global accessor for this sort of thing. We can make
it a part of the thread interface itself. This allows getting rid of a
hidden global accessor in the kernel code.
This condition was checking against the nominal thread priority, whereas
the kernel itself checks against the current priority instead. We were
also assigning the nominal priority, when we should be assigning
current_priority, which takes priority inheritance into account.
This can lead to the incorrect priority being assigned to a thread.
Given we recursively update the relevant threads, we don't need to go
through the whole mutex waiter list. This matches what the kernel does
as well (only accessing the first entry within the waiting list).
* gdbstub: fix IsMemoryBreak() returning false while connected to client
As a result, the only existing codepath for a memory watchpoint hit to break into GDB (InterpeterMainLoop, GDB_BP_CHECK, ARMul_State::RecordBreak) is finally taken,
which exposes incorrect logic* in both RecordBreak and ServeBreak.
* a blank BreakpointAddress structure is passed, which sets r15 (PC) to NULL
* gdbstub: DynCom: default-initialize two members/vars used in conditionals
* gdbstub: DynCom: don't record memory watchpoint hits via RecordBreak()
For now, instead check for GDBStub::IsMemoryBreak() in InterpreterMainLoop and ServeBreak.
Fixes PC being set to a stale/unhit breakpoint address (often zero) when a memory watchpoint (rwatch, watch, awatch) is handled in ServeBreak() and generates a GDB trap.
Reasons for removing a call to RecordBreak() for memory watchpoints:
* The``breakpoint_data`` we pass is typed Execute or None. It describes the predicted next code breakpoint hit relative to PC;
* GDBStub::IsMemoryBreak() returns true if a recent Read/Write operation hit a watchpoint. It doesn't specify which in return, nor does it trace it anywhere. Thus, the only data we could give RecordBreak() is a placeholder BreakpointAddress at offset NULL and type Access. I found the idea silly, compared to simply relying on GDBStub::IsMemoryBreak().
There is currently no measure in the code that remembers the addresses (and types) of any watchpoints that were hit by an instruction, in order to send them to GDB as "extended stop information."
I'm considering an implementation for this.
* gdbstub: Change an ASSERT to DEBUG_ASSERT
I have never seen the (Reg[15] == last_bkpt.address) assert fail in practice, even after several weeks of (locally) developping various branches around GDB. Only leave it inside Debug builds.
Makes it an instantiable class like it is in the actual kernel. This
will also allow removing reliance on global accessors in a following
change, now that we can encapsulate a reference to the system instance
in the class.
Within the kernel, shared memory and transfer memory facilities exist as
completely different kernel objects. They also have different validity
checking as well. Therefore, we shouldn't be treating the two as the
same kind of memory.
They also differ in terms of their behavioral aspect as well. Shared
memory is intended for sharing memory between processes, while transfer
memory is intended to be for transferring memory to other processes.
This breaks out the handling for transfer memory into its own class and
treats it as its own kernel object. This is also important when we
consider resource limits as well. Particularly because transfer memory
is limited by the resource limit value set for it.
While we currently don't handle resource limit testing against objects
yet (but we do allow setting them), this will make implementing that
behavior much easier in the future, as we don't need to distinguish
between shared memory and transfer memory allocations in the same place.
The previous code had some minor issues with it, really not a big deal,
but amending it is basically 'free', so I figured, "why not?".
With the standard container maps, when:
map[key] = thing;
is done, this can cause potentially undesirable behavior in certain
scenarios. In particular, if there's no value associated with the key,
then the map constructs a default initialized instance of the value
type.
In this case, since it's a std::shared_ptr (as a type alias) that is
the value type, this will construct a std::shared_pointer, and then
assign over it (with objects that are quite large, or actively heap
allocate this can be extremely undesirable).
We also make the function take the region by value, as we can avoid a
copy (and by extension with std::shared_ptr, a copy causes an atomic
reference count increment), in certain scenarios when ownership isn't a
concern (i.e. when ReserveGlobalRegion is called with an rvalue
reference, then no copy at all occurs). So, it's more-or-less a "free"
gain without many downsides.
With this, all kernel objects finally have all of their data members
behind an interface, making it nicer to reason about interactions with
other code (as external code no longer has the freedom to totally alter
internals and potentially messing up invariants).
After doing a little more reading up on the Opus codec, it turns out
that the multistream API that is part of libopus can handle regular
packets. Regular packets are just a degenerate case of multistream Opus
packets, and all that's necessary is to pass the number of streams as 1
and provide a basic channel mapping, then everything works fine for
that case.
This allows us to get rid of the need to use both APIs in the future
when implementing multistream variants in a follow-up PR, greatly
simplifying the code that needs to be written.
Previously this was required, as BitField wasn't trivially copyable.
BitField has since been made trivially copyable, so now this isn't
required anymore.
Relocates the error code to where it's most related, similar to how all
the other error codes are. Previously we were including a non-generic
error in the main result code header.
These can just be passed regularly, now that we use fmt instead of our
old logging system.
While we're at it, make the parameters to MakeFunctionString
std::string_views.
Instead of holding a reference that will get invalidated by
dma_pushbuffer.pop(), hold it as a copy. This doesn't have any
performance cost since CommandListHeader is 8 bytes long.
There's no real need to use a shared lifetime here, since we don't
actually expose them to anything else. This is also kind of an
unnecessary use of the heap given the objects themselves are so small;
small enough, in fact that changing over to optionals actually reduces
the overall size of the HLERequestContext struct (818 bytes to 808
bytes).
For whatever bizarre reason, Apple only made a few of std::optional's
member functions available on newer SDK versions. Given we can't even
run yuzu on macOS, and we keep the builder around to ensure that it
always at least compiles on macOS, we can bump this up a version.
Now that we have the address arbiter extracted to its own class, we can
fix an innaccuracy with the kernel. Said inaccuracy being that there
isn't only one address arbiter. Each process instance contains its own
AddressArbiter instance in the actual kernel.
This fixes that and gets rid of another long-standing issue that could
arise when attempting to create more than one process.
Similar to how WaitForAddress was isolated to its own function, we can
also move the necessary conditional checking into the address arbiter
class itself, allowing us to hide the implementation details of it from
public use.
Rather than let the service call itself work out which function is the
proper one to call, we can make that a behavior of the arbiter itself,
so we don't need to directly expose those implementation details.
This makes the class much more flexible and doesn't make performing
copies with classes that contain a bitfield member a pain.
Given BitField instances are only intended to be used within unions, the
fact the full storage value would be copied isn't a big concern (only
sizeof(union_type) would be copied anyways).
While we're at it, provide defaulted move constructors for consistency.
Because of the recent separation of GPU functionality into sync/async
variants, we need to mark the destructor virtual to provide proper
destruction behavior, given we use the base class within the System
class.
Prior to this, it was undefined behavior whether or not the destructor
in the derived classes would ever execute.
This will be utilized by more than just that class in the future. This
also renames it from OpusHeader to OpusPacketHeader to be more specific
about what kind of header it is.
We already have the thread instance that was created under the current
process, so we can just pass the handle table of it along to retrieve
the owner of the mutex.
Removes a few unnecessary dependencies on core-related machinery, such
as the core.h and memory.h, which reduces the amount of rebuilding
necessary if those files change.
This also uncovered some indirect dependencies within other source
files. This also fixes those.
Places all error codes in an easily includable header.
This also corrects the unsupported error code (I accidentally used the
hex value when I meant to use the decimal one).
Places all of the functions for address arbiter operation into a class.
This will be necessary for future deglobalizing efforts related to both
the memory and system itself.
Removes a few inclusion dependencies from the headers or replaces
existing ones with ones that don't indirectly include the required
headers.
This allows removing an inclusion of core/memory.h, meaning that if the
memory header is ever changed in the future, it won't result in
rebuilding the entirety of the HLE services (as the IPC headers are used
quite ubiquitously throughout the HLE service implementations).
Avoids directly relying on the global system instance and instead makes
an arbitrary system instance an explicit dependency on construction.
This also allows removing dependencies on some global accessor functions
as well.
Given we already pass in a reference to the kernel that the shared
memory instance is created under, we can just use that to check the
current process, rather than using the global accessor functions.
This allows removing direct dependency on the system instance entirely.
In these cases the system object is nearby, and in the other, the
long-form of accessing the telemetry instance is already used, so we can
get rid of the use of the global accessor.
We already pass a reference to the system object to the constructor of the renderer,
so we can just use that instead of using the global accessor functions.
Reduces the potential amount of rebuilding necessary if any headers
change. In particular, we were including a header from the core library
when we don't even link the core library to the web_service library, so
this also gets rid of an indirect dependency.
Moves local global state into the Impl class itself and initializes it
at the creation of the instance instead of in the function.
This makes it nicer for weakly-ordered architectures, given the
CreateEntry() class won't need to have atomic loads executed for each
individual call to the CreateEntry class.
Any SDL invocation can call the even callback on the same thread, which can call GetSDLJoystickBySDLID and eventually cause double lock on joystick_map_mutex. To avoid this, lock guard should be placed as closer as possible to the object accessing code, so that any SDL invocation is with the mutex unlocked
Changes the interface as well to remove any unique methods that
frontends needed to call such as StartJoystickEventHandler by
conditionally starting the polling thread only if the frontend hasn't
started it already. Additionally, moves all global state into a single
SDLState class in order to guarantee that the destructors are called in
the proper order
MSVC does not seem to like using constexpr values in a lambda that were declared outside of it.
Previously on MSVC build the hotkeys to inc-/decrease the speed limit were not working correctly because in the lambda the SPEED_LIMIT_STEP had garbage values.
After googling around a bit I found: https://github.com/codeplaysoftware/computecpp-sdk/issues/95 which seems to be a similar issue.
Trying the suggested fix to make the variable static constexpr also fixes the bug here.
The comment already invalidates itself: neither MMIO nor rasterizer cache belongsHLE kernel state. This mutex has a too large scope if MMIO or cache is included, which is prone to dead lock when multiple thread acquires these resource at the same time. If necessary, each MMIO component or rasterizer should have their own lock.
This currently has the same behavior as the regular
OpenAudioRenderer API function, so we can just move the code within
OpenAudioRenderer to an internal function that both service functions
call.
This service function appears to do nothing noteworthy on the switch.
All it does at the moment is either return an error code or abort the
system. Given we obviously don't want to kill the system, we just opt
for always returning the error code.
Provides names for previously unknown entries (aside from the two u8
that appear to be padding bytes, and a single word that also appears
to be reserved or padding).
This will be useful in subsequent changes when unstubbing behavior related
to the audio renderer services.
This function is also supposed to check its given policy type with the
permission of the service itself. This implements the necessary
machinery to unstub these functions.
Policy::User seems to just be basic access (which is probably why vi:u
is restricted to that policy), while the other policy seems to be for
extended abilities regarding which displays can be managed and queried,
so this is assumed to be for a background compositor (which I've named,
appropriately, Policy::Compositor).
There's no real reason this shouldn't be allowed, given some values sent
via a request can be signed. This also makes it less annoying to work
with popping enum values, given an enum class with no type specifier
will work out of the box now.
It's also kind of an oversight to allow popping s64 values, but nothing
else.
This didn't really provide much benefit here, especially since the
subsequent change requires that the behavior for each service's
GetDisplayService differs in a minor detail.
This also arguably makes the services nicer to read, since it gets rid
of an indirection in the class hierarchy.
The kernel allows restricting the total size of the handle table through
the process capability descriptors. Until now, this functionality wasn't
hooked up. With this, the process handle tables become properly restricted.
In the case of metadata-less executables, the handle table will assume
the maximum size is requested, preserving the behavior that existed
before these changes.
This manages two kinds of streaming buffers: one for unified memory
models and one for dedicated GPUs. The first one skips the copy from the
staging buffer to the real buffer, since it creates an unified buffer.
This implementation waits for all fences to finish their operation
before "invalidating". This is suboptimal since it should allocate
another buffer or start searching from the beginning. There is room for
improvement here.
This could also handle AMD's "pinned" memory (a heap with 256 MiB) that
seems to be designed for buffer streaming.
The scheduler abstracts command buffer and fence management with an
interface that's able to do OpenGL-like operations on Vulkan command
buffers.
It returns by value a command buffer and fence that have to be used for
subsequent operations until Flush or Finish is executed, after that the
current execution context (the pair of command buffers and fences) gets
invalidated a new one must be fetched. Thankfully validation layers will
quickly detect if this is skipped throwing an error due to modifications
to a sent command buffer.
The NVFlinger service is already passed into services that need to
guarantee its lifetime, so the BufferQueue instances will already live
as long as they're needed. Making them std::shared_ptr instances in this
case is unnecessary.
Like the previous changes made to the Display struct, this prepares the
Layer struct for changes to its interface. Given Layer will be given
more invariants in the future, we convert it into a class to better
signify that.
With the display and layer structures relocated to the vi service, we
can begin giving these a proper interface before beginning to properly
support the display types.
This converts the display struct into a class and provides it with the
necessary functions to preserve behavior within the NVFlinger class.
* Fixes Unicode Key File Directories
Adds code so that when loading a file it converts to UTF16 first, to
ensure the files can be opened. Code borrowed from FileUtil::Exists.
* Update src/core/crypto/key_manager.cpp
Co-Authored-By: Jungorend <Jungorend@users.noreply.github.com>
* Update src/core/crypto/key_manager.cpp
Co-Authored-By: Jungorend <Jungorend@users.noreply.github.com>
* Using FileUtil instead to be cleaner.
* Update src/core/crypto/key_manager.cpp
Co-Authored-By: Jungorend <Jungorend@users.noreply.github.com>
These are more closely related to the vi service as opposed to the
intermediary nvflinger.
This also places them in their relevant subfolder, as future changes to
these will likely result in subclassing to represent various displays
and services, as they're done within the service itself on hardware.
The reasoning for prefixing the display and layer source files is to
avoid potential clashing if two files with the same name are compiled
(e.g. if 'display.cpp/.h' or 'layer.cpp/.h' is added to another service
at any point), which MSVC will actually warn against. This prevents that
case from occurring.
This also presently coverts the std::array introduced within
f45c25aaba back to a std::vector to allow
the forward declaration of the Display type. Forward declaring a type
within a std::vector is allowed since the introduction of N4510
(http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4510.html) by
Zhihao Yuan.
As fetching command list headers and and the list of command headers is a fixed 1:1 relation now, they can be implemented within a single call.
This cleans up the Step() logic quite a bit.
Fetching every u32 from memory leads to a big overhead. So let's fetch all of them as a block if possible.
This reduces the Memory::* calls by the dma_pusher by a factor of 10.
A fairly trivial change. Other sections of the codebase use nested
namespaces instead of separate namespaces here. This one must have just
been overlooked.
Gets rid of the largest set of mutable global state within the core.
This also paves a way for eliminating usages of GetInstance() on the
System class as a follow-up.
Note that no behavioral changes have been made, and this simply extracts
the functionality into a class. This also has the benefit of making
dependencies on the core timing functionality explicit within the
relevant interfaces.
Previously, we were completely ignoring for screenshots whether the game uses RGB or sRGB.
This resulted in screenshot colors that looked off for some titles.
There are some potential edge cases where gl_state may fail to track the
state if a related state changes while the toggle is disabled or it
didn't change. This addresses that.
Handles a pool of resources protected by fences. Manages resource
overflow allocating more resources.
This class is intended to be used through inheritance.
Fences take ownership of objects, protecting them from GPU-side or
driver-side concurrent access. They must be commited from the resource
manager. Their usage flow is: commit the fence from the resource
manager, protect resources with it and use them, send the fence to an
execution queue and Wait for it if needed and then call Release. Used
resources will automatically be signaled when they are free to be
reused.
Makes it consistent with the regular standard containers in terms of
size representation. This also gets rid of dependence on our own
type aliases, removing the need for an include.
The necessity of this parameter is dubious at best, and in 2019 probably
offers completely negligible savings as opposed to just leaving this
enabled. This removes it and simplifies the overall interface.
VKDevice contains all the data required to manage and initialize a
physical device. Its intention is to be passed across Vulkan objects to
query device-specific data (for example the logical device and the
dispatch loader).
We already store a reference to the system instance that the renderer is
created with, so we don't need to refer to the system instance via
Core::System::GetInstance()
This file is intended to be included instead of vulkan/vulkan.hpp. It
includes declarations of unique handlers using a dynamic dispatcher
instead of a static one (which would require linking to a Vulkan
library).
Places all of the timing-related functionality under the existing Core
namespace to keep things consistent, rather than having the timing
utilities sitting in its own completely separate namespace.
When I originally added the compute assert I used the wrong
documentation. This addresses that.
The dispatch register was tested with homebrew against hardware and is
triggered by some games (e.g. Super Mario Odyssey). What exactly is
missing to get a valid program bound by this engine requires more
investigation.
This was originally included because texture operations returned a vec4.
These operations now return a single float and the F4 prefix doesn't
mean anything.
Previous code relied on GLSL parameter order (something that's always
ill-formed on an IR design). This approach passes spatial coordiantes
through operation nodes and array and depth compare values in the the
texture metadata. It still contains an "extra" vector containing generic
nodes for bias and component index (for example) which is still a bit
ill-formed but it should be better than the previous approach.
i965 (and probably all mesa drivers) require GL_PROGRAM_SEPARABLE when using
glProgramBinary. This is probably required by the standard but it's ignored by
permisive proprietary drivers.
This commit it automatically generated by command in zsh:
sed -i -- 's/BitField<\(.*\)_le>/BitField<\1>/g' **/*(D.)
BitField is now aware to endianness and default to little endian. It expects a value representation type without storage specification for its template parameter.
This is compromise for swap type being used in union. A union has deleted default constructor if it has at least one variant member with non-trivial default constructor, and no variant member of T has a default member initializer. In the use case of Bitfield, all variant members will be the swap type on endianness mismatch, which would all have non-trivial default constructor if default value is specified, and non of them can have member initializer
Converts many of the Find* functions to return a std::optional<T> as
opposed to returning the raw return values directly. This allows
removing a few assertions and handles error cases like the service
itself does.
Some games search conditionally use global memory instructions. This
allows the heuristic to search inside conditional nodes for the source
constant buffer.
Some games call LDG at the top of a basic block, making the tracking
heuristic to fail. This commit lets the heuristic the decoded nodes as a
whole instead of per basic blocks.
This may lead to some false positives but allows it the heuristic to
track cases it previously couldn't.
A holdover from citra, the Horizon kernel on the switch has no
prominent kernel object that functions as a timer. At least not
to the degree of sophistication that this class provided.
As such, this can be removed entirely. This class also wasn't used at
all in any meaningful way within the core, so this was just code sitting
around doing nothing. This also allows removing a few things from the
main KernelCore class that allows it to use slightly less resources
overall (though very minor and not anything really noticeable).
No inheritors of the WaitObject class actually make use of their own
implementations of these functions, so they can be made non-virtual.
It's also kind of sketchy to allow overriding how the threads get added
to the list anyways, given the kernel itself on the actual hardware
doesn't seem to customize based off this.
This was previously causing:
warning C4828: The file contains a character starting at offset 0xa33
that is illegal in the current source character set (codepage 65001).
warnings on Windows when compiling yuzu.
This functions almost identically to DecodeInterleavedWithPerfOld,
however this function also has the ability to reset the decoder context.
This is documented as a potentially desirable thing in the libopus
manual in some circumstances as it says for the OPUS_RESET_STATE ctl:
"This should be called when switching streams in order to prevent the
back to back decoding from giving different result from one at a time
decoding."
Constant buffer values on the shader IR were using different offsets if
the access direct or indirect. cbuf34 has a non-multiplied offset while
cbuf36 does. On shader decoding this commit multiplies it by four on
cbuf34 queries.
* Implemented the puller semaphore operations.
* Nit: Fix 2 style issues
* Nit: Add Break to default case.
* Fix style.
* Update for comments. Added ReferenceCount method
* Forgot to remove GpuSmaphoreAddress union.
* Fix the clang-format issues.
* More clang formatting.
* two more white spaces for the Clang formatting.
* Move puller members into the regs union
* Updated to use Memory::WriteBlock instead of Memory::Write*
* Fix clang style issues
* White space clang error
* Removing unused funcitons and other pr comment
* Removing unused funcitons and other pr comment
* More union magic for setting regs value.
* union magic refcnt as well
* Remove local var
* Set up the regs and regs_assert_positions up properly
* Fix clang error
Cubemaps are considered layered and to create a texture view the texture
mustn't be a layered texture, resulting in cubemaps being bound as
cubemap arrays. To fix this issue this commit introduces an extra
surface parameter called "is_array" and uses this to query for texture
view creation.
Now that texture views for cubemaps are actually being created, this
also fixes the number of layers created for the texture view (since they
have to be 6 to create a texture view of cubemaps).
Some games (like Xenoblade Chronicles 2) clear both depth and stencil
buffers while there's a depth-only texture attached (e.g. D16 Unorm).
This commit reads the zeta format of the bound surface on
ConfigureFramebuffers and returns if depth and/or stencil attachments
were set. This is ignored on DrawArrays but on Clear it's used to just
clear those attachments, bypassing an OpenGL error.
In addition to the default, external, EDID, and internal displays,
there's also a null display provided as well, which as the name
suggests, does nothing but discard all commands given to it. This is
provided for completeness.
Opening a display isn't really a thing to warn about. It's an expected
thing, so this can be a debug log. This also alters the string to
indicate the display name better.
Opening "Default" display reads a little nicer compared to Opening
display Default.
This quite literally functions as a basic setter. No other error
checking or anything (since there's nothing to really check against).
With this, it completes the pm:bm interface in terms of functionality.
This appears to be a vestigial API function that's only kept around for
compatibility's sake, given the function only returns a success error
code and exits.
Since that's the case, we can remove the stubbed notification from the
log, since doing nothing is technically the correct behavior in this
case.
std::moveing a local variable in a return statement has the potential to
prevent copy elision from occurring, so this can just be converted into
a regular return.
Looking into the implementation of the C++ standard facilities that seem
to be within all modules, it appears that they use 7 as a break reason
to indicate an uncaught C++ exception.
This was primarily found via the third last function called within
Horizon's equivalent of libcxxabi's demangling_terminate_handler(),
which passes the value 0x80000007 to svcBreak.
According to documentation, if the argument of std::exp is zero, one is returned.
However we want the return value to be also zero in this case so no audio is played.
Commercial games assume that this value is 1 but they never set it. On
the other hand nouveau manually sets this register. On
ConfigureFramebuffers we were asserting for what we are actually
implementing (according to envytools).
With the loading screen merged, we don't want to actually show at this
point, but it still needs to be shown to actually create the context.
Turns out you can just show and hide it immediately and it'll work.
With shader caches on the horizon, one requirement is to provide visible
feedback for the progress. The shader cache reportedly takes several
minutes to load for large caches that were invalidated, and as such we
should provide a loading screen with progress.
Adds a loading screen widget that will be shown until the first frame of
the game is swapped. This was chosen in case shader caches are not being
used, several games still take more than a few seconds to launch and
could benefit from a loading screen.
This is a function that definitely doesn't always have a non-modifying
behavior across all implementations, so this should be made non-const.
This gets rid of the need to mark data members as mutable to work around
the fact mutating data members needs to occur.
There is a bug on Intel's blob driver where it fails to properly build a
vertex array object if it's not bound even after creating it with
glCreateVertexArrays. This workaround binds it after creating it to
bypass the issue.
Since the data is doing the path CPU -> GPU -> GPU copy is the most
approximate hint. Using GL_STREAM_DRAW generated a performance warning
on Nvidia's stack. Changing this hint removed the warning.
These values are not equivalent, based off RE. The internal value is put
into a lookup table with the following values:
[3, 0, 1, 2, 4]
So the values absolutely do not map 1:1 like the comment was indicating.
Avoids entangling the IPC buffer appending with the actual operation of
converting the scaling values over. This also inserts the proper error
handling for invalid scaling values.
This appears to only check if the scaling mode can actually be
handled, rather than actually setting the scaling mode for the layer.
This implements the same error handling performed on the passed in
values.
Within the actual service, it makes no distinguishing between docked and
undocked modes. This will always return the constants values reporting
1280x720 as the dimensions.
This IPC command is simply a stub inside the actual service itself, and
just returns a successful error code regardless of input. This is likely
only retained in the service interface to not break older code that relied
upon it succeeding in some way.
In many cases, we didn't bother to log out any of the popped data
members. This logs them out to the console within the logging call to
provide more contextual information.
Internally within the vi services, this is essentially all that
OpenDefaultDisplay does, so it's trivial to just do the same, and
forward the default display string into the function.
It appears that the two members indicate whether a display has a bounded
number of layers (and if set, the second member indicates the total
number of layers).
This is a bounds check to ensure that the thread priority is within the
valid range of 0-64. If it exceeds 64, that doesn't necessarily mean
that an actual priority of 64 was expected (it actually means whoever
called the function screwed up their math).
Instead clarify the message to indicate the allowed range of thread
priorities.
Now that we handle the kernel capability descriptors we can correct
CreateThread to properly check against the core and priority masks
like the actual kernel does.
When a shader samples a texture array but that texture in OpenGL is
created without layers, use a texture view to increase the texture
hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a
GL_TEXTURE_2D_ARRAY view.
These two macros being used in tandem were used prior to the
introduction of UNIMPLEMENTED and UNIMPLEMENTED_MSG. This provides
equivalent behavior, just with less typing/reading involved.
This makes the naming more closely match its meaning. It's just a
preferred core, not a required default core. This also makes the usages
of this term consistent across the thread and process implementations.
This function isn't a general purpose function that should be exposed to
everything, given it's specific to initializing the main thread for a
Process instance.
Given that, it's a tad bit more sensible to place this within
process.cpp, which keeps it visible only to the code that actually needs
it.
Provides extra information that makes it easier to tell if an executable
being run is using a 36-bit address space or a 39-bit address space.
While we don't support AArch32 executables yet, this also puts in
distinguishing information for the 32-bit address space types as well.
In all cases that these functions are needed, the VMManager can just be
retrieved and used instead of providing the same functions in Process'
interface.
This also makes it a little nicer dependency-wise, since it gets rid of
cases where the VMManager interface was being used, and then switched
over to using the interface for a Process instance. Instead, it makes
all accesses uniform and uses the VMManager instance for all necessary
tasks.
All the basic memory mapping functions did was forward to the Process'
VMManager instance anyways.
This stores a file in the save directory called '.yuzu_save_size' which stores the two save sizes (normal area and journaled area) sequentially as u64s.
Calling tr() from a file-scope array isn't advisable, since it can be
executed before the Qt libraries are even fully initialized, which can
lead to crashes.
Instead, the translatable strings should be annotated, and the tr()
function should be called at the string's usage site.
This allows us to present a much nicer UI to the user over a simple combo box and is made easy with the modular nature of the profile-selection applet frontend.
Using the QtProfileSelectorDialog, this implementation is trivial. This mimics the real switch behavior of asking which user on every game boot, but it is default disabled as that might get inconvenient.
Similar to the service capability flags, however, we currently don't
emulate the GIC, so this currently handles all interrupts as being valid
for the time being.
Handles the priority mask and core mask flags to allow building up the
masks to determine the usable thread priorities and cores for a kernel
process instance.
We've had the old kernel capability parser from Citra, however, this is
unused code and doesn't actually map to how the kernel on the Switch
does it. This introduces the basic functional skeleton for parsing
process capabilities.
If a thread handle is passed to svcGetProcessId, the kernel attempts to
access the process ID via the thread's instance's owning process.
Technically, this function should also be handling the kernel debug
objects as well, however we currently don't handle those kernel objects
yet, so I've left a note via a comment about it to remind myself when
implementing it in the future.
Starts the process ID counter off at 81, which is what the kernel itself
checks against internally when creating processes. It's actually
supposed to panic if the PID is less than 81 for a userland process.
Now it also indicates the name and max session count. This also gives a
name to the unknown bool. This indicates if the created port is supposed
to be using light handles or regular handles internally. This is passed
to the respective svcCreatePort parameter internally.
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
Adds the barebones enumeration constants and functions in place to
handle memory attributes, while also essentially leaving the attribute
itself non-functional.
We can hide the direct array from external view and instead provide
functions to retrieve the necessary info. This has the benefit of
completely hiding the makeup of the SinkDetails structure from the rest
of the code.
Given that this makes the array hidden, we can also make the array
constexpr by altering the members slightly. This gets rid of several
static constructor calls related to std::vector and std::function.
Now we don't have heap allocations here that need to occur before the
program can even enter main(). It also has the benefit of saving a
little bit of heap space, but this doesn't matter too much, since the
savings in that regard are pretty tiny.
Services created with the ServiceFramework base class install themselves as HleHandlers with an owning shared_ptr in the ServerPort ServiceFrameworkBase::port member variable, creating a cyclic ownership between ServiceFrameworkBase and the ServerPort, preventing deletion of the service objects.
Fix that by removing the ServiceFrameworkBase::port member because that was only used to detect multiple attempts at installing a port. Instead store a flag if the port was already installed to achieve the same functionality.
In the previous change, the memory writing was moved into the service
function itself, however it still had a problem, in that the entire
MemoryInfo structure wasn't being written out, only the first 32 bytes
of it were being written out. We still need to write out the trailing
two reference count members and zero out the padding bits.
Not doing this can result in wrong behavior in userland code in the following
scenario:
MemoryInfo info; // Put on the stack, not quaranteed to be zeroed out.
svcQueryMemory(&info, ...);
if (info.device_refcount == ...) // Whoops, uninitialized read.
This can also cause the wrong thing to happen if the user code uses
std::memcmp to compare the struct, with another one (questionable, but
allowed), as the padding bits are not guaranteed to be a deterministic
value. Note that the kernel itself also fully zeroes out the structure
before writing it out including the padding bits.
Moves the memory writes directly into QueryProcessMemory instead of
letting the wrapper function do it. It would be inaccurate to allow the
handler to do it because there's cases where memory shouldn't even be
written to. For example, if the given process handle is invalid.
HOWEVER, if the memory writing is within the wrapper, then we have no
control over if these memory writes occur, meaning in an error case, 68
bytes of memory randomly get trashed with zeroes, 64 of those being
written to wherever the memory info address points to, and the remaining
4 being written wherever the page info address points to.
One solution in this case would be to just conditionally check within
the handler itself, but this is kind of smelly, given the handler
shouldn't be performing conditional behavior itself, it's a behavior of
the managed function. In other words, if you remove the handler from the
equation entirely, does the function still retain its proper behavior?
In this case, no.
Now, we don't potentially trash memory from this function if an invalid
query is performed.
This would result in svcSetMemoryAttribute getting the wrong value for
its third parameter. This is currently fine, given the service function
is stubbed, however this will be unstubbed in a future change, so this
needs to change.
The kernel returns a memory info instance with the base address set to
the end of the address space, and the size of said block as
0 - address_space_end, it doesn't set both of said members to zero.
Gets the two structures out of an unrelated header and places them with
the rest of the memory management code.
This also corrects the structures. PageInfo appears to only contain a
32-bit flags member, and the extra padding word in MemoryInfo isn't
necessary.
Amends the MemoryState enum to use the same values like the actual
kernel does. Also provides the necessary operators to operate on them.
This will be necessary in the future for implementing
svcSetMemoryAttribute, as memory block state is checked before applying
the attribute.
The Process object kept itself alive indefinitely because its handle_table
contains a SharedMemory object which owns a reference to the same Process object,
creating a circular ownership scenario.
Break that up by storing only a non-owning pointer in the SharedMemory object.
fmt::format() returns a std::string instance by value, so calling
.c_str() on it here is equivalent to doing:
auto* ptr = std::string{}.c_str();
The data being pointed to isn't guaranteed to actually be valid anymore
after that expression ends. Instead, we can just take the string as is,
and provide the necessary formatting parameters.
Based off RE, the backing code only ever seems to use 0-2 as the range
of values 1 being a generic log enable, with 2 indicating logging should
go to the SD card. These are used as a set of flags internally.
Given we only care about receiving the log in general, we can just
always signify that we want logging in general.
This was causing some games (most notably Pokemon Quest) to softlock due to an event being fired when not supposed to. This also removes a hack wherein we were firing the state changed event when the game retrieves it, which is incorrect.
Amends it with missing values deduced from RE (ProperSystem being from
SwitchBrew for naming)
(SdCardUser wasn't that difficult to discern given it's used alongside
SdCardSystem when creating the save data indexer, based off the usage of
the string "saveDataIxrDbSd" nearby).
Original reason:
As Windows multi-byte character codec is unspecified while we always assume std::string uses UTF-8 in our code base, this can output gibberish when the string contains non-ASCII characters. ::OutputDebugStringW combined with Common::UTF8ToUTF16W is preferred here.
This was only ever public so that code could check whether or not a
handle was valid or not. Instead of exposing the object directly and
allowing external code to potentially mess with the map contents, we
just provide a member function that allows checking whether or not a
handle is valid.
This makes all member variables of the VMManager class private except
for the page table.
These auto-deduce the result based off its arguments, so there's no need
to do that work for the compiler, plus, the function return value itself
already indicates what we're returning.
Similarly, here we can avoid doing unnecessary work twice by retrieving
the file type only once and comparing it against relevant operands,
avoiding potential unnecessary object construction/destruction.
While GetFileType() is indeed a getter function, that doesn't mean it's
a trivial function, given some case require reading from the data or
constructing other objects in the background. Instead, only do necessary
work once.
No implementations actually modify instance state (and it would be
questionable to do that in the first place given the name), so we can
make this a const member function.
Greatly simplifies the current input UI, while still allowing power users to tweak advanced settings. Adds 'input profiles', which are easy autoconfigurations to make getting started easy and fast. Also has a custom option which brings up the current, full UI.
This allows the array to be constexpr. std::function is also allowed to
allocate memory, which makes its constructor non-trivial, we definitely
don't want to have all of these execute at runtime, taking up time
before the application can actually load.
While partially correct, this service call allows the retrieved event to
be null, as it also uses the same handle to check if it was referring to
a Process instance. The previous two changes put the necessary machinery
in place to allow for this, so we can simply call those member functions
here and be done with it.
Process instances can be waited upon for state changes. This is also
utilized by svcResetSignal, which will be modified in an upcoming
change. This simply puts all of the WaitObject related machinery in
place.
svcResetSignal relies on the event instance to have already been
signaled before attempting to reset it. If this isn't the case, then an
error code has to be returned.
In some constexpr functions, msvc is building the LUT at runtime
(pushing each element onto the stack) out of an abundance of caution. Moving the
arrays into be file-scoped constexpr's avoids this and turns the functions into
simple look-ups as intended.
This function simply does a handle table lookup for a writable event
instance identified by the given handle value. If a writable event
cannot be found for the given handle, then an invalid handle error is
returned. If a writable event is found, then it simply signals the
event, as one would expect.
svcCreateEvent operates by creating both a readable and writable event
and then attempts to add both to the current process' handle table.
If adding either of the events to the handle table fails, then the
relevant error from the handle table is returned.
If adding the readable event after the writable event to the table
fails, then the writable event is removed from the handle table and the
relevant error from the handle table is returned.
Note that since we do not currently test resource limits, we don't check
the resource limit table yet.
Two kernel object should absolutely never have the same handle ID type.
This can cause incorrect behavior when it comes to retrieving object
types from the handle table. In this case it allows converting a
WritableEvent into a ReadableEvent and vice-versa, which is undefined
behavior, since the object types are not the same.
This also corrects ClearEvent() to check both kernel types like the
kernel itself does.
Previously, ILibraryAppletAccessor would signal upon creation of any applet, but this is incorrect. A flag inside of the applet code determines whether or not creation should signal state change and swkbd happens to be one of these applets.
Load() is already given the process instance as a parameter, so instead
of coupling the class to the System class, we can just forward that
parameter to LoadNro()
These slots are only ever attached to event handling mechanisms within
the class itself, they're never used externally. Because of this, we can
make the functions private.
This also removes redundant usages of the private access specifier.
The previous code could potentially be a compilation issue waiting to
occur, given we forward declare the type for a std::unique_ptr. If the
complete definition of the forward declared type isn't visible in a
translation unit that the class is used in, then it would fail to
compile.
Defaulting the destructor in a cpp file ensures the std::unique_ptr's
destructor is only invoked where its complete type is known.
The kernel uses the handle table of the current process to retrieve the
process that should be used to retrieve certain information. To someone
not familiar with the kernel, this might raise the question of "Ok,
sounds nice, but doesn't this make it impossible to retrieve information
about the current process?".
No, it doesn't, because HandleTable instances in the kernel have the
notion of a "pseudo-handle", where certain values allow the kernel to
lookup objects outside of a given handle table. Currently, there's only
a pseudo-handle for the current process (0xFFFF8001) and a pseudo-handle
for the current thread (0xFFFF8000), so to retrieve the current process,
one would just pass 0xFFFF8001 into svcGetInfo.
The lookup itself in the handle table would be something like:
template <typename T>
T* Lookup(Handle handle) {
if (handle == PSEUDO_HANDLE_CURRENT_PROCESS) {
return CurrentProcess();
}
if (handle == PSUEDO_HANDLE_CURRENT_THREAD) {
return CurrentThread();
}
return static_cast<T*>(&objects[handle]);
}
which, as is shown, allows accessing the current process or current
thread, even if those two objects aren't actually within the HandleTable
instance.
Our implementation of svcGetInfo was slightly incorrect in that we
weren't doing proper error checking everywhere. Instead, reorganize it
to be similar to how the kernel seems to do it.
We can just return a new instance of this when it's requested. This only
ever holds pointers to the existing registed caches, so it's not a large
object. Plus, this also gets rid of the need to keep around a separate
member function just to properly clear out the union.
Gets rid of one of five globals in the filesystem code.
We don't need to call out to our own file handling functions when we're
going to construct a QFileInfo instance right after it. We also don't
need to convert to a std::string again just to compare the file
extension.
This is the same behavior-wise as DeleteDirectoryRecursively, with the
only difference being that it doesn't delete the top level directory in
the hierarchy, so given:
root_dir/
- some_dir/
- File.txt
- OtherFile.txt
The end result is just:
root_dir/
More hardware accurate. On the actual system, there is a differentiation between the signaler and signalee, they form a client/server relationship much like ServerPort and ClientPort.
- BlitSurface with different texture targets is inherently broken.
- When target is the same, we can just use FastCopySurface.
- Fixes rendering issues with Breath of the Wild.
Prevents compiler warnings related to truncation when invoking the
dialog. It's also extremely suspect to use a u8 value here instead of a
more general type to begin with.
These parameters don't need to utilize a shared lifecycle directly in
the interface. Instead, the caller should provide a regular reference
for the function to use. This also allows the type system to flag
attempts to pass nullptr and makes it more generic, since it can now be
used in contexts where a shared_ptr isn't being used (in other words, we
don't constrain the usage of the interface to a particular mode of
memory management).
While we're at it, organize the array linearly, since clang formats the
array elements quite wide length-wise with the addition of the missing
'u'.
Technically also fixes patch lookup and icon lookup with Portuguese,
though I doubt anyone has actually run into this issue.
On invalidating the streaming buffer, we need to reupload all vertex buffers.
But we don't need to reconfigure the vertex format.
This was a (silly) misstake in #1723.
Thanks at Rodrigo for discovering the issue.
Fun fact, as configuring the vertex format also invalidate the vertex buffer,
this misstake had no affect on the behavior.
The opposite of the getter functions, this function sets the limit value
for a particular ResourceLimit resource category, with the restriction
that the new limit value must be equal to or greater than the current
resource value. If this is violated, then ERR_INVALID_STATE is returned.
e.g.
Assume:
current[Events] = 10;
limit[Events] = 20;
a call to this service function lowering the limit value to 10 would be
fine, however, attempting to lower it to 9 in this case would cause an
invalid state error.
This kernel service function is essentially the exact same as
svcGetResourceLimitLimitValue(), with the only difference being that it
retrieves the current value for a given resource category using the
provided resource limit handle, rather than retrieving the limiting
value of that resource limit instance.
Given these are exactly the same and only differ on returned values, we
can extract the existing code for svcGetResourceLimitLimitValue() to
handle both values.
This kernel service function retrieves the maximum allowable value for
a provided resource category for a given resource limit instance. Given
we already have the functionality added to the resource limit instance
itself, it's sufficient to just hook it up.
The error scenarios for this are:
1. If an invalid resource category type is provided, then ERR_INVALID_ENUM is returned.
2. If an invalid handle is provided, then ERR_INVALID_HANDLE is returned (bad thing goes in, bad thing goes out, as one would expect).
If neither of the above error cases occur, then the out parameter is
provided with the maximum limit value for the given category and success
is returned.
This function simply creates a ResourceLimit instance and attempts to
create a handle for it within the current process' handle table. If the
kernal fails to either create the ResourceLimit instance or create a
handle for the ResourceLimit instance, it returns a failure code
(OUT_OF_RESOURCE, and HANDLE_TABLE_FULL respectively). Finally, it exits
by providing the output parameter with the handle value for the
ResourceLimit instance and returning that it was successful.
Note: We do not return OUT_OF_RESOURCE because, if yuzu runs out of
available memory, then new will currently throw. We *could* allocate the
kernel instance with std::nothrow, however this would be inconsistent
with how all other kernel objects are currently allocated.
Avoids the need to create a copy of the std::string instance
(potentially allocating).
The only reason RegisterService takes its argument by value is because
it's std::moved internally.
Keeps the CPU-specific behavior from being spread throughout the main
System class. This will also act as the home to contain member functions
that perform operations on all cores. The reason for this being that the
following pattern is sort of prevalent throughout sections of the
codebase:
If clearing the instruction cache for all 4 cores is necessary:
Core::System::GetInstance().ArmInterface(0).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(1).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(2).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(3).ClearInstructionCache();
This is kind of... well, silly to copy around whenever it's needed.
especially when it can be reduced down to a single line.
This change also puts the basics in place to begin "ungrafting" all of the
forwarding member functions from the System class that are used to
access CPU state or invoke CPU-specific behavior. As such, this change
itself makes no changes to the direct external interface of System. This
will be covered by another changeset.
While admirable as a means to ensure immutability, this has the
unfortunate downside of making the class non-movable. std::move cannot
actually perform a move operation if the provided operand has const data
members (std::move acts as an operation to "slide" resources out of an
object instance). Given Barrier contains move-only types such as
std::mutex, this can lead to confusing error messages if an object ever
contained a Barrier instance and said object was attempted to be moved.
This is also unused and superceded by standard functionality. The
standard library provides std::this_thread::sleep_for(), which provides
a much more flexible interface, as different time units can be used with
it.
This is an old function that's no longer necessary. C++11 introduced
proper threading support to the language and a thread ID can be
retrieved via std::this_thread::get_id() if it's ever needed.
This is an analog of BitSet from Dolphin that was introduced to allow
iterating over a set of bits. Given it's currently unused, and given
that std::bitset exists, we can remove this. If it's ever needed in the
future it can be brought back.
Xbyak is currently entirely unused. Rather than carting it along, remove
it and get rid of a dependency. If it's ever needed in the future, then
it can be re-added (and likely be more up to date at that point in
time).
The interface for shared memory was changed, but another commit was
merged that relied on the (previously public) internals of SharedMemory.
This amends that discrepancy.
The decision was made to name them LayeredExeFS instead of just LayeredFS to differentiate from normal RomFS-based mods. The name may be long/unweildy, but conveys the meaning well.
Currently, there's no way to specify if an assertion should
conditionally occur due to unimplemented behavior. This is useful when
something is only partially implemented (e.g. due to ongoing RE work).
In particular, this would be useful within the graphics code.
The rationale behind this is it allows a dev to disable unimplemented
feature assertions (which can occur in an unrelated work area), while
still enabling regular assertions, which act as behavior guards for
conditions or states which must not occur. Previously, the only way a
dev could temporarily disable asserts, was to disable the regular
assertion macros, which has the downside of also disabling, well, the
regular assertions which hold more sanitizing value, as opposed to
unimplemented feature assertions.
Currently, this was only performing a logging call, which doesn't
actually invoke any assertion behavior. This is unlike
UNIMPLEMENTED_MSG, which *does* assert.
This makes the expected behavior uniform across both macros.
This will scan the <mod>/exefs dir for all files and then layer those on top of the game's exefs and use this as the new exefs. This allows for overriding of the compressed NSOs or adding new files. This does use the same dir as IPS/IPSwitch patch, but since the loader will not look for those they are ignored.
<random> isn't necesary directly within the header and can be placed in
the cpp file where its needed. Avoids propagating random generation
utilities via a header file.
Uses Qt's built-in interface instead of rolling our own separate one on
top of it. This also fixes a bug in reject() where we were calling
accept() instead of reject().
Cleans out the citra/3DS-specific implementation details that don't
apply to the Switch. Sets the stage for implementing ResourceLimit
instances properly.
While we're at it, remove the erroneous checks within CreateThread() and
SetThreadPriority(). While these are indeed checked in some capacity,
they are not checked via a ResourceLimit instance.
In the process of moving out Citra-specifics, this also replaces the
system ResourceLimit instance's values with ones from the Switch.
This service function was likely intended to be a way to redirect where
the output of a log went. e.g. Firing a log over a network, dumping over
a tunneling session, etc.
Given we always want to see the log and not change its output. It's one
of the lucky service functions where the easiest implementation is to
just do nothing at all and return success.
Both member functions assume the passed in target process will not be
null. Instead of making this assumption implicit, we can change the
functions to be references and enforce this at the type-system level.
Makes the interface nicer to use in terms of 64-bit code, as it makes it
less likely for one to get truncation warnings (and also makes sense in
the context of the rest of the interface where 64-bit types are used for
sizes and offsets
The separate enum isn't particularly necessary here, and the values can
just be directly put into the ResultCode instances, given the names are
also self-documenting here.
This allows adjusting the finger, diameter, and angle of the emulated touchscreen. It also provides a warning to the user about what changing these parameters can do.
Used by developers to test games, not present on retail systems. Some games are known to respond to DebugPad input though, for example Kirby Star Allies.
* Correctly sets default system language for yuzu-CLI
A user reported that yuzu_cmd runs games in Japanese rather than the correct default of English (like yuzu-qt does correctly), this change fixes that.
* fix clang issue
deleted whitespace
Default implementation will return "yuzu" for any string. GUI clients (or CLI) can implement the Frontend::SoftwareKeyboardApplet class and register an instance to provide functionality.
Similar to PR 1706, which cleans up the error codes for the filesystem
code, but done for the kernel error codes. This removes the ErrCodes
namespace and specifies the errors directly. This also fixes up any
straggling lines of code that weren't using the named error codes where
applicable.
Storing signed type causes the following behaviour: extractValue can do overflow/negative left shift. Now it only relies on two implementation-defined behaviours (which are almost always defined as we want): unsigned->signed conversion and signed right shift
It seems palma is done through bluetooth, we need this for pokemon go however more research needs to be done when we actually get palma working. This is presumably used for transfering data between the controller and the console, it does not seem for actual input as far as I know.
There's no real point to keeping the separate enum around, especially
given the name of the error code itself is supposed to document what the
value actually represents.
empty() in this case will always return false, since the returned
container is a std::array. Instead, check if all given users are invalid
before returning the error code.
The previous expression would copy sizeof(size_t) amount of bytes (8 on
a 64-bit platform) rather than the full 10 bytes comprising the uuid
member.
Given the source and destination types are the same, we can just use an
assignment here instead.
When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
An old function from Dolphin. This is also unused, and pretty inflexible
when it comes to printing out different data types (for example, one
might not want to print out an array of u8s but a different type
instead. Given we use fmt, there's no need to keep this implementation
of the function around.
This is an unused hold-over from Dolphin that was primarily used to
parse values out of the .ini files. Given we already have libraries that
do this for us, we don't need to keep this around.
Geometry shaders follow a pattern that results in out of bound reads.
This pattern is:
- VSETP to predicate
- Use that predicate to conditionally set a register a big number
- Use the register to access geometry shaders
At the time of writing this commit I don't know what's the intent of
this number. Some drivers argue about these out of bound reads. To avoid
this issue, input reads are guarded limiting reads to the highest
posible vertex input of the current topology (e.g. points to 1 and
triangles to 3).
Rather than have a transparent dependency, we can make it explicit in
the interface. This also gets rid of the need to put the core include in
a header.
* svcBreak now dumps information from the debug buffer passed
info1 and info2 seem to somtimes hold an address to a buffer, this is usually 4 bytes or the size of the int and contains an error code. There's other circumstances where it can be something different so we hexdump these to examine them at a later date.
* Addressed comments
Started implementation of the AM message queue mainly used in state getters. Added the ability to switch docked mode whilst in game without stopping emulation. Also removed some things which shouldn't be labelled as stubs as they're implemented correctly
They were missed, and Copy is very high in profile here. It doesn't block the GPU,
but it stalls the driver thread. So with our bad GL instructions, this might block quite a while.
This was created with the unfinished resampling PR in mind.
As the resampling is now on the audio thread, we don't need to care about this here any more.
Those implementations are quite costly, so there is no need to inline them to the caller.
Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
These are needed by Edizon to boot. They are used to see if a user is using SX OS, as SX OS registers a custom service called 'tx' and attempting to register a service of the same name lets the application know if it is present.
As the add-ons column takes the most processing time out of any (as it needs to search registration for updates/dlc, patch control NCAs, search for mods, etc.), an option was added to disable it. This does not affect the application of add-ons. In large game collections, this decreases game list refresh time by as much as 70%.
Allows resuing a common KeyManager when a large amount of NCAs are handled by the same class. Should the parameter not be provided, a new KeyManager will be constructed, as was the default behavior prior to this.
Previously, we would let a user enter an unbounded name and then
silently truncate away characters that went over the 32-character limit.
This is kind of bad from the UX point of view, because we're essentially
not doing what the user intended in certain scenarios.
Instead, we clamp it to 32 characters and make that visually apparent in
the dialog box to provide a name for a user.
* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
Returns the raw NACP bytes and the raw icon bytes into a title-provided buffer. Pulls from Registration Cache for control data, returning all zeros should it not exist.
When enabled in settings, PatchNSO will dump the unmodified NSO that it was passed to a file named <build id>.nso in the dump root for the current title ID.
Also adds UI option in Debug > Dump section, with the idea later things to be dumped (i.e. other game data or textures, etc) will use the same group box.
An object to read SaveDataInfo objects, which describe a unique save on the system. This implementation iterates through all the directories in the save data space and uses the paths to reconstruct the metadata.
Many of the Current<Thing> getters (as well as a few others) were
missing const qualified variants, which makes it a pain to retrieve
certain things from const qualified references to System.
Avoids the need to put the scaling parameters all over the place for the
common case. The only other time scaling is done is to generate the
smaller 48x48 image, so this is fine.
We already ignore them on listing devices. We should do the same when selecting devices. This fix a crash when opening a specific device while there is a null device in the list
We can just make the function accept an arbitrary ProfileManager
reference and operate on that instead of tying the function to the class
itself. This allows us to keep the function internal to the cpp file and
removes the need to forward declare the UUID struct.
These should be initialized to deterministic values so it's easier to
catch improper behavior, as it'll always be reproducable, instead of
performing uninitialized reads.
These are only used within this class, so we can make them private to
keep their use contained. This also gets rid of the pre-Qt5 'slot'
identifier, since Qt 5's connection syntax doesn't require a function to
be declared a slot anymore.
This is just flat data, so it doesn't really need to be in the function
itself. This also allows deduplicating the constant for the backup size
in GetImageSize().
Now that we've gotten the innaccurate error codes out of the way, we can
finally toss away a bunch of these, trimming down the error codes to
ones that are actually used and knocking out two TODO comments.
All priority checks are supposed to occur before checking the validity
of the thread handle, we're also not supposed to return
ERR_NOT_AUTHORIZED here.
Using fmt here requires unnecessary string conversions back into
QString. Instead, we can just use QString's formatting and get the end
result of the formatting operation in the proper type.
tr() will not function properly on static/global data like this, as the
object is only ever constructed once, so the strings won't translate if
the language is changed without restarting the program, which is
undesirable. Instead we can just turn the map into a plain old function
that maps the values to their equivalent strings. This is also lessens
the memory allocated, since it's only allocating memory for the strings
themselves, and not an encompassing map as well.
We can just use the facilities that Qt provides instead of pulling in
stuff from common. While we're at it, we can also simplify the nearby
logging statement's argument by just calling .toStdString()
This gets rid of an unnecessary type conversion. We can just use the
regular QStringLiteral to already format the string as the type
setWindowTitle accepts instead of converting from a std::string
instance.
We can just call the function instead of duplicating the code here. This
also prevents an unused function warning.
We also don't need to take the lambda capture by reference. It's just a
u64 value, so by value is fine here.
* Fixed conflict with nfp
* Few fixups for nfc
* Conflict 2
* Fixed AttachAvailabilityChangeEvent
* Conflict 3
* Fixed byte padding
* Refactored amiibo to not reside in "System"
* Removed remaining references of nfc from system
* used enum for Nfc GetStateOld
* Added missing newline
* Moved file operations to front end
* Conflict 4
* Amiibos now use structs and added mutexes
* Removed amiibo_path
This was only ever used by the now-removed memory_util functions. Also,
given we don't plan to support 32-bit architectures, this is just a
leftover from citra at this point.
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.
This is more localized to what we want to enforce directory-wise with
the project. CMAKE_SOURCE_DIR indicates the root of the source tree, but
this would cause the wrong behavior if someone included yuzu as part of
a larger buildsystem (for whatever reason). Instead, we want to use the
directory where the "project(yuzu)" command was declared as the root
path reference.
Keeps the definition constrained to the yuzu target and prevents
polluting anything else in the same directory (should that ever happen).
It also keeps it consistent with how the USE_DISCORD_PRESENCE definition
is introduced below it.
Given we link in httplib privately, we can also make the definition
enabling OpenSSL support private as well. Prevents leaking a definition
into other libraries that link with this one, like the core library.
In the kernel, there isn't a singular handle table that everything gets
tossed into or used, rather, each process gets its own handle table that
it uses. This currently isn't an issue for us, since we only execute one
process at the moment, but we may as well get this out of the way so
it's not a headache later on.
These three source files are the only ones within the engines directory
that don't use nested namespaces. We may as well change these over to
keep things consistent.
This should be comparing against the queried process' vma_map, not the
current process'. The only reason this hasn't become an issue yet is we
currently only handle one process being active at any time.
The intention of declaring them in gl_shader_decompiler was to be able
to use blocks to implement geometry shaders. But that wasn't needed in
the end and it caused issues when both vertex stages were being used,
resulting in a redeclaration of "position".
This is a subset of the better-hid-2 changes, this fixes input in various games which don't support dual joycons. This pr will search for the next best controller which is supported by the current game
This event signals the game when new DLC is purchased from the eShop while the game is running. Since, for the forseeable future, yuzu will not have this ability, it seems safe to stub with a dummy event that will never fire. This is needed to boot Sonic Mania Plus (update v1.04).
When writing VFS, it initally seemed useful to include a function to in-place convert container files into directories in one homogenous directory structure, but re-evaluating it now there have been plenty of chances to use it and there has always been a better way. Removing as it is unused and likely will not be used.
Now that the changes clarifying the address spaces has been merged, we
can wrap the checks that the kernel performs when mapping shared memory
(and other forms of memory) into its own helper function and then use
those within MapSharedMemory and UnmapSharedMemory to complete the
sanitizing checks that are supposed to be done.
swap.h only needs to be present in the header for the type aliases and
definitions, it's not actually needed in the cpp files though. input.h
is just unused entirely in xpad.h
These classes are non-trivial and are definitely going to be changed in
the future, so we default these to prevent issues with forward
declarations, and to keep the compiler from inlining tear-down code.
The constructor alone is pretty large, the reading code should be split
into its consistuent parts to make it easier to understand it without
having to build a mental model of a 300+ line function.
The only reason the getter existed was to check whether or not the
program NCA was null. Instead, we can just provide a function to query
for the existence of it, instead of exposing it entirely.
The data retrieved in these cases are ultimately chiefly owned by either
the RegisteredCache instance itself, or the filesystem factories. Both
these should live throughout the use of their contained data. If they
don't, it should be considered an interface/design issue, and using
shared_ptr instances here would mask that, as the data would always be
prolonged after the main owner's lifetime ended.
This makes the lifetime of the data explicit and makes it harder to
accidentally create cyclic references. It also makes the interface
slightly more flexible than the previous API, as a shared_ptr can be
created from a unique_ptr, but not the other way around, so this allows
for that use-case if it ever becomes necessary in some form.
Control Code 0xf means to unconditionally execute the instruction. This
value is passed to most BRA, EXIT and SYNC instructions (among others)
but this may not always be the case.
There's no need for shared ownership here, as the only owning class
instance of those Cpu instances is the System class itself. We can also
make the thread_to_cpu map use regular pointers instead of shared_ptrs,
given that the Cpu instances will always outlive the cases where they're
used with that map.
Like the barrier, this is owned entirely by the System and will always
outlive the encompassing state, so shared ownership semantics aren't
necessary here.
This will always outlive the Cpu instances, since it's destroyed after
we destroy the Cpu instances on shutdown, so there's no need for shared
ownership semantics here.
This function doesn't need to care about ownership semantics, so we can
just pass it a reference to the file itself, rather than a
std::shared_ptr alias.
So, one thing that's puzzled me is why the kernel seemed to *not* use
the direct code address ranges in some cases for some service functions.
For example, in svcMapMemory, the full address space width is compared
against for validity, but for svcMapSharedMemory, it compares against
0xFFE00000, 0xFF8000000, and 0x7FF8000000 as upper bounds, and uses
either 0x200000 or 0x8000000 as the lower-bounds as the beginning of the
compared range. Coincidentally, these exact same values are also used in
svcGetInfo, and also when initializing the user address space, so this
is actually retrieving the ASLR extents, not the extents of the address
space in general.
This should help diagnose crashes easier and prevent many users thinking that a game is still running when in fact it's just an audio thread still running(this is typically not killed when svcBreak is hit since the game expects us to do this)
A fairly basic service function, which only appears to currently support
retrieving the process state. This also alters the ProcessStatus enum to
contain all of the values that a kernel process seems to be able of
reporting with regards to state.
Neither of these functions alter the ownership of the provided pointer,
so we can simply make the parameters a reference rather than a direct
shared pointer alias. This way we also disallow passing incorrect memory values like
nullptr.
We can utilize QStringList's join() function to perform all of the
appending in a single function call.
While we're at it, make the extension list a single translatable string
and add a disambiguation comment to explain to translators what %1
actually is.
Depending on whether or not USE_DISCORD_PRESENCE is defined, the "state"
parameter can be used or unused. If USE_DISCORD_PRESENCE is not defined,
the parameter will be considered unused, which can lead to compiler
warnings. So, we can explicitly mark it with [[maybe_unused]] to inform
the compiler that this is intentional.
We can just reserve the memory then perform successive insertions
instead of needing to use memcpy. This also avoids the need to zero out
the output vector's memory before performing the insertions.
We can also std::move the output std::vector into the destination so
that we don't need to make a completely new copy of the vector, getting
rid of an unnecessary allocation.
Additionally, we can use iterators to determine the beginning and end
ranges of the std::vector instances that comprise the output vector, as
the end of one range just becomes the beginning for the next successive
range, and since std::vector's iterator constructor copies data within
the range [begin, end), this is more straightforward and gets rid of the
need to have an offset variable that keeps getting incremented to
determine where to do the next std::memcpy.
Given it's only used in one spot and has a fairly generic name, we can
just specify it directly in the function call. This also the benefit of
automatically moving it.
Instead, we can make it part of the type and make named variables for
them, so they only require one definition (and if they ever change for
whatever reason, they only need to be changed in one spot).
Given the VirtualFile instance isn't stored into the class as a data
member, or written to, this can just be turned into a const reference,
as the constructor doesn't need to make a copy of it.
If the data is unconditionally being appended to the back of a
std::vector, we can just directly insert it there without the need to
insert all of the elements one-by-one with a std::back_inserter.
Given the filesystem should always be assumed to be volatile, we should
check and bail out if a seek operation isn't successful. This'll prevent
potentially writing/returning garbage data from the function in rare
cases.
This also allows removing a check to see if an offset is within the
bounds of a file before perfoming a seek operation. If a seek is
attempted beyond the end of a file, it will fail, so this essentially
combines two checks into one in one place.
Given the file is opened a few lines above and no operations are done,
other than check if the file is in a valid state, the read/write pointer
will always be at the beginning of the file.
These only exist to ferry data into a Process instance and end up going
out of scope quite early. Because of this, we can just make it a plain
struct for holding things and just std::move it into the relevant
function. There's no need to make this inherit from the kernel's Object
type.
Regular value initialization is adequate here for zeroing out data. It
also has the benefit of not invoking undefined behavior if a non-trivial
type is ever added to the struct for whatever reason.
Now that all external dependencies are hidden, we can remove
json-headers from the publically linked libraries, as the use of this
library is now completely hidden from external users of the web_service
library. We can also make the web_services library private as well,
considering it's not a requirement. If a library needs to link in
web_service, it should be done explicitly -- not via indirect linking.
Like with TelemetryJson, we can make the implementation details private
and avoid the need to expose httplib to external libraries that need to
use the Client class.
Users of the web_service library shouldn't need to care about an
external library like json.h. However, given it's exposed in our
interface, this requires that other libraries publicly link in the JSON
library. We can do better.
By using the PImpl idiom, we can hide this dependency in the cpp file
and remove the need to link that library in altogether.
Taking them by const reference isn't advisable here, because it means
the std::move calls were doing nothing and we were always copying the
std::string instances.
This adds the missing address range checking that the service functions
do before attempting to map or unmap memory. Given that both service
functions perform the same set of checks in the same order, we can wrap
these into a function and just call it from both functions, which
deduplicates a little bit of code.
HandheldVariant is for specific games which expect handheld controllers to be at position 8(kirby), however this doesn't fix all games as some games require handhelds to be at position 0(snipperclips)
There's no real need to use a shared pointer in these cases, and only
makes object management more fragile in terms of how easy it would be to
introduce cycles. Instead, just do the simple thing of using a regular
pointer. Much of this is just a hold-over from citra anyways.
It also doesn't make sense from a behavioral point of view for a
process' thread to prolong the lifetime of the process itself (the
process is supposed to own the thread, not the other way around).
We don't need to potentially heap-allocate a std::string instance here,
given the data is known ahead of time. We can just place it within an
array and pass this to the mbedtls functions.
Neither of these functions require the use of shared ownership of the
returned pointer. This makes it more difficult to create reference
cycles with, and makes the interface more generic, as std::shared_ptr
instances can be created from a std::unique_ptr, but the vice-versa
isn't possible. This also alters relevant functions to take NCA
arguments by const reference rather than a const reference to a
std::shared_ptr. These functions don't alter the ownership of the memory
used by the NCA instance, so we can make the interface more generic by
not assuming anything about the type of smart pointer the NCA is
contained within and make it the caller's responsibility to ensure the
supplied NCA is valid.
change TouchToPixelPos to return std::pair<int, int>
static_cast (SDL)
various minor style and code improvements
style - PascalCase for function names
made touch events private
const pointer arg in touch events
make TouchToPixelPos a const member function
did I do this right?
braces on barely-multiline if
remove question comment (confirmed in Discord)
fixed consts
remove unused parameter from TouchEndEvent
DRY - High-DPI scaled touch put in separate function
also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom.
implicit conversion from QPoint to QPointF, apparently
I have no idea what const even means but I'll put it here anyway
remove unused or used-once variables
make touch scaling functions const, and put their implementations together
removed unused FingerID parameters
QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit
better DRY in SDL
To do -> TODO(NeatNit)
remove unused include
We can just compare the existing std::vector instance with a constexpr
std::array containing the desired match. This is lighter resource-wise,
as we don't need to allocate on the heap.
Adds missing includes to prevent potential compilation issues in the
future. Also moves the definition of a struct into the cpp file, so that
some includes don't need to be introduced within the header.
When loading NROs, svcBreak is called to signal to the debugger that a new "module" is loaded. As no debugger is technically attached we shouldn't be killing the programs execution.
Hardware tests show that trying to unmap an unmapped buffer already should always succeed. Hardware test was tested up to 32 iterations of attempting to unmap
Softlock explanation:
after effects are initialized in smo, nothing actually changes the state. It expects the state to always be initialized. With the previous testing, updating the states much like how we handle the memory pools continue to have the softlock(which is why I said it probably wasn't effects) after further examination it seems like effects need to be initialized but the state remains unchanged until further notice. For now, assertions are added for the aux buffers to see if they update, unable to check as I haven't gotten smo to actually update them yet.
* Added a context menu on the buttons including Clear & Restore Default
* Allow clearing (unsetting) inputs. Added a Clear All button
* Allow restoring a single input to default (instead of all)
This was the result of a typo accidentally introduced in
e51d715700. This restores the previous
correct behavior.
The behavior with the reference was incorrect and would cause some games
to fail to boot.
Conceptually, it doesn't make sense for a thread to be able to persist
the lifetime of a scheduler. A scheduler should be taking care of the
threads; the threads should not be taking care of the scheduler.
If the threads outlive the scheduler (or we simply don't actually
terminate/shutdown the threads), then it should be considered a bug
that we need to fix.
Attributing this to balika011, as they opened #1317 to attempt to fix
this in a similar way, but my refactoring of the kernel code caused
quite a few conflicts.
operator+ for std::string creates an entirely new string, which is kind
of unnecessary here if we just want to append a null terminator to the
existing one.
Reduces the total amount of potential allocations that need to be done
in the logging path.
Specifically bugs/crashes that arise when putting them in positions that are legal but not typical, such as midline, between patch data, or between patch records.
Placing the array wholesale into the header places a copy of the whole
array into every translation unit that uses the data, which is wasteful.
Particularly given that this array is referenced from three different
translation units.
This also changes the array to contain pairs of const char*, rather than
QString instances. This way, the string data is able to be fixed into
the read-only segment of the program, as well as eliminate static
constructors/heap allocation immediately on program start.
Many of the member variables of the thread class aren't even used
outside of the class itself, so there's no need to make those variables
public. This change follows in the steps of the previous changes that
made other kernel types' members private.
The main motivation behind this is that the Thread class will likely
change in the future as emulation becomes more accurate, and letting
random bits of the emulator access data members of the Thread class
directly makes it a pain to shuffle around and/or modify internals.
Having all data members public like this also makes it difficult to
reason about certain bits of behavior without first verifying what parts
of the core actually use them.
Everything being public also generally follows the tendency for changes
to be introduced in completely different translation units that would
otherwise be better introduced as an addition to the Thread class'
public interface.
GetName() returns a std::string by value, not by reference, so after the
std::string_view is constructed, it's not well defined to actually
execute any member functions of std::string_view that attempt to access
the data, as the std::string has already been destroyed. Instead, we can
just use a std::string and erase the last four characters.
When searching for a file extension, it's generally preferable to begin
the search at the end of the string rather than the beginning, as the
whole string isn't going to be walked just to check for something at the
end of it.
If an error occurs when constructing the PartitionFilesystem instance,
the constructor would be exited early, which wouldn't initialize the
extracted data member, making it possible for other code to perform an
uninitialized read by calling the public IsExtractedType() member
function. This prevents that.
Like the other two bits of factored out code, this can also be put
within its own function. We can also modify the code so that it accepts
a const reference to a std::vector of files, this way, we can
deduplicate the file retrieval.
Now the constructor for NSP isn't a combination of multiple behaviors in
one spot. It's nice and separate.
This too, is completely separate behavior from what is in the
constructor, so we can move this to its own isolated function to keep
everything self-contained.
If any of the error paths before the NCA retrieval are taken, it'll
result in program_nca_status being left in an inconsistent state. So we
initialize it by default with a value indicating an error.
In some games (Splatoon 2 and Splatoon 2 Splatfest World Premiere, notably), pass offset=0 and count=2047 into the ListAddOnContent method which should return all DLCs for the current title. The (presumably) intended behavior is to successfully return a empty array but because of a < v. <= in an if statement, a failure error code was returned causing these games to svcBreak. This fixes that if statement.
Keeps the individual behaviors in their own functions, and cleanly
separate. We can also do a little better by converting the relevant IDs
within the core to a QString only once, instead of converting every
string into a std::string.
Disambiguates what the string represents to help translators more easily
understand what it is that they're translating. While we're at it, we
can move the code to its own function, so that we don't need to specify
the same string twice.
First of all they are foundamentally broken. As our convention is that std::string is always UTF-8, these functions assume that the multi-byte character version of TString (std::string) from windows is also in UTF-8, which is almost always wrong. We are not going to build multi-byte character build, and even if we do, this dirty work should be handled by frontend framework early.
We always use unicode internally. Any dirty work of conversion with other codec should be handled by frontend framework (Qt). Further more, ShiftJIS/CP1252 are not special (they are not code set used by 3ds, or any guest/host dependencies we have), so there is no reason to specifically include them
4e6848d A32/ir_emitter: Bugfix: ExceptionRaised was producing incorrect PC
41ba9fd value: Move ImmediateToU64() to be a part of Value's interface
c6a6271 reg_alloc: Emit AVX instructions where able
aedd32a abi: Emit AVX instructions where able
f2d9337 a64_exclusive_monitor: Loosen memory ordering requirements
7ca709d travis: Make macOS builds use Xcode 10
14dd45e Fix VShift terminology
88554c4 emit_x64_vector: AVX512 implementation of EmitVectorLogicalVShiftS16
ab4e316 emit_x64_vector: AVX512 implementation of EmitVectorLogicalVShiftS64
0ea84f3 emit_x64_vector: AVX2 implementation of EmitVectorLogicalVShiftS32
c77a2c5 emit_x64_vector: AVX512 implementation of EmitVectorLogicalVShiftU16()
e9441fd emit_x64_vector: AVX2 implementation of EmitVectorLogicalVShiftU64()
0e9c33c emit_x64_vector: AVX2 implementation of EmitVectorLogicalVShiftU32()
8f85274 emit_x64_vector: SSSE3 variant of EmitVectorCountLeadingZeros8()
be05e75 Merge pull request #397 from VelocityRa/dec-shift-fix
bc328fc decoders: Cast to correctly-sized type before shifting
9c3d2d1 a64_emit_x64: Lowercase PAGE_SIZE
f538d29 emit_x64_vector_floating_point: SSE4.1 implementation of EmitFPVectorToFixed
1603a6e emit_x64_vector_floating_point: EmitFPVectorRoundInt: Use FCODE
2e1ccaf emit_x64_vector: AVX implementation for EmitVectorCountLeadingZeros8
555bfda emit_x64_vector: SSE implementation of EmitVectorCountLeadingZeros16
71c2589 externals: Update Xbyak to 5.73
1ec1b2f Squashed 'externals/xbyak/' changes from 1de435ed..42462ef9
Now that we have all of the rearranging and proper structure sizes in
place, it's fairly trivial to implement svcGetThreadContext(). In the
64-bit case we can more or less just write out the context as is, minus
some minor value sanitizing. In the 32-bit case we'll need to clear out
the registers that wouldn't normally be accessible from a 32-bit
AArch32 exectuable (or process).
This will be necessary for the implementation of svcGetThreadContext(),
as the kernel checks whether or not the process that owns the thread
that has it context being retrieved is a 64-bit or 32-bit process.
If the process is 32-bit, then the upper 15 general-purpose registers
and upper 16 vector registers are cleared to zero (as AArch32 only has
15 GPRs and 16 128-bit vector registers. not 31 general-purpose
registers and 32 128-bit vector registers like AArch64).
Makes the public interface consistent in terms of how accesses are done
on a process object. It also makes it slightly nicer to reason about the
logic of the process class, as we don't want to expose everything to
external code.
Internally within the kernel, it also includes a member variable for the
floating-point status register, and TPIDR, so we should do the same here to match
it.
While we're at it, also fix up the size of the struct and add a static
assertion to ensure it always stays the correct size.
A process should never require being reference counted in this
situation. If the handle to a process is freed before this function is
called, it's definitely a bug with our lifetime management, so we can
put the requirement in place for the API that the process must be a
valid instance.
boost::static_pointer_cast for boost::intrusive_ptr (what SharedPtr is),
takes its parameter by const reference. Given that, it means that this
std::move doesn't actually do anything other than obscure what the
function's actual behavior is, so we can remove this. To clarify, this
would only do something if the parameter was either taking its argument
by value, by non-const ref, or by rvalue-reference.
Add asserts for compute shader dispatching, transform feedback being
enabled and alpha testing. These have in common that they'll probably break
rendering without logging.
The std::vector instances are already initially allocated with all
entries having these values, there's no need to loop through and fill
them with it again when they aren't modified.
auto x = 0;
auto-deduces x to be an int. This is undesirable when working with
unsigned values. It also causes sign conversion warnings. Instead, we
can make it a proper unsigned value with the correct width that the
following expressions operate on.
Ternary operators have a lower precedence than arithmetic operators, so
what was actually occurring here is "return (out + full) ? x : y" which most
definitely isn't intended, given we calculate out recursively above. We
were essentially doing a lot of work for nothing.
This can cause warnings about static constructors, and is also not ideal
performance-wise due to the indirection through std::function. This also
keeps the behavior itself separate from the surrounding code, which can
make it nicer to read, due to the size of the code.
Given these are only added to the class to allow those functions to
access the private constructor, it's a better approach to just make them
static functions in the interface, to make the dependency explicit.
This converts it into a regular constructor parameter. There's no need
to make this a template parameter on the class when it functions
perfectly well as a constructor argument.
This also reduces the amount of code bloat produced by the compiler, as
it doesn't need to generate the same code for multiple different
instantiations of the same class type, but with a different fill value.
The locations of these can actually vary depending on the address space
layout, so we shouldn't be using these when determining where to map
memory or be using them as offsets for calculations. This keeps all the
memory ranges flexible and malleable based off of the virtual memory
manager instance state.
Previously, these were reporting hardcoded values, but given the regions
can change depending on the requested address spaces, these need to
report the values that the memory manager contains.
Rather than hard-code the address range to be 36-bit, we can derive the
parameters from supplied NPDM metadata if the supplied exectuable
supports it. This is the bare minimum necessary for this to be possible.
The following commits will rework the memory code further to adjust to
this.
* Implemented fatal:u properly
fatal:u now is properly implemented with all the ipc cmds. Error reports/Crash reports are also now implemented for fatal:u. Crash reports save to yuzu/logs/crash_reports/
The register dump is currently known as sysmodules send all zeros. If there are any non zero values for the "registers" or the unknown values, let me know!
* Fatal:U fixups
* Made fatal:u execution break more clear
* Fatal fixups
* Stubbed IRS
Currently we have no ideal way of implementing IRS. For the time being we should have the functions stubbed until we come up with a way to emulate IRS properly.
* Added IRS to logging backend
* Forward declared shared memory for irs
Preserves the meaning/type-safetiness of the stream state instead of
making it an opaque u32. This makes it usable for other things outside
of the service HLE context.
* Added glObjectLabels for renderdoc for textures and shader programs
* Changed hardcoded "Texture" name to reflect the texture type instead
* Removed string initialize
Github Linguist will read this file when calculating language stats for
the repository. We can use this to exclude any vendored dependencies in
externals and dist. Also makes all h files be considered cpp
This isn't used anywhere within the header, so we can remove it, along
with the include that was previously necessary. This also uncovers an
indirect include in the cpp file for the assertion macros.
This was very likely intended to be a logical OR based off the
conditioning and testing of inversion in one case.
Even if this was intentional, this is the kind of non-obvious thing one
should be clarifying with a comment.
Even though setting this value to 3 is more correct. We break more games than we fix due to missing implementations. We should keep this as 0 for the time being
The owning process of a thread is required to exist before the thread,
so we can enforce this API-wise by using a reference. We can also avoid
the reliance on the system instance by using that parameter to access
the page table that needs to be set.
Qt provides an overload of tr() that operates on quantities in relation
to pluralization. This also allows the translation to adapt based on the
target language rules better.
For example, the previous code would result in an incorrect translation
for the French language (which doesn't use the pluralized version of
"result" in the case of a total of zero. While in English it's
correct to use the pluralized version of "result", that is, "results"
---
For example:
English: "0 results"
French: "0 résultat" (uses the singular form)
In French, the noun being counted is singular if the quantity is 0 or 1.
In English, on the other hand, if the noun being counted has a quantity
of 0 or N > 1, then the noun is pluralized.
---
For another example in a language that has different counting methods
than the above, consider English and Irish. Irish has a special form of
of a grammatical number called a dual. Which alters how a word is
written when N of something is 2. This won't appear in this case with a
direct number "2", but it would change if we ever used "Two" to refer to
two of something. For example:
English: "Zero results"
Irish: "Toradh ar bith"
English: "One result"
Irish: "Toradh amháin"
English: "Two results"
Irish: "Dhá thorthaí" <- Dual case
Which is an important distinction to make between singular and plural,
because in other situations, "two" on its own would be written as "dó"
in Irish. There's also a few other cases where the order the words are
placed *and* whether or not the plural or singular variant of the word
is used *and* whether or not the word is placed after or between a set
of numbers can vary. Counting in Irish also differs depending on whether or not
you're counting things (like above) or counting people, in which case an
entirely different set of numbers are used.
It's not important for this case, but it's provided as an example as to why one
should never assume the placement of values in text will be like that of
English or other languages. Some languages have very different ways to
represent counting, and breaking up the translated string like this
isn't advisable because it makes it extremely difficult to get right
depending on what language a translator is translating text into due to
the ambiguity of the strings being presented for translation.
In this case a translator would see three fragmented strings on
Transifex (and not necessarily grouped beside one another, but even
then, it would still be annoying to decipher):
- "of"
- "result"
- "results"
There is no way a translator is going to know what those sets of words
are actually used for unless they look at the code to see what is being
done with them (which they shouldn't have to do).
Several classes have a lot of non-trivial members within them, or don't
but likely should have the destructor defaulted in the cpp file for
future-proofing/being more friendly to forward declarations.
Leaving the destructor unspecified allows the compiler to inline the
destruction code all over the place, which is generally undesirable from
a code bloat perspective.
This was used in two different translation units
(deconstructed_rom_directory and patch_manager). This means we'd be
pointlessly duplicating the whole array twice due to it being defined
within the header.
These variables aren't used, which still has an impact, as std::vector
cannot be optimized away by the compiler (it's constructor and
destructor are both non-trivial), so this was just wasting memory.
std::shared_ptr isn't strictly necessary here and is only ever used in
contexts where the object doesn't depend on being shared. This also
makes the interface more flexible, as it's possible to create a
std::shared_ptr from a std::unique_ptr (std::shared_ptr has a
constructor that accepts a std::unique_ptr), but not the other way
around.
An instance of the NAX apploader already has an existing NAX instance in
memory. Calling directly into IdentifyType() directly would re-parse the
whole file again into yet another NAX instance, only to toss it away
again.
This gets rid of unnecessary/redundant file parsing and allocations.
AsNCA() allocates an NCA instance every time it's called. In the current
manner it's used, it's quite inefficient as it's making a redundant
allocation.
We can just amend the order of the conditionals to make it easier to
just call it once.
* Reworked incorrect nifm stubs
Need confirmation on `CreateTemporaryNetworkProfile`, unsure which game uses it but according to reversing. It should return a uuid which we currently don't do.
Any 0 client id is considered an invalid client id.
GetRequestState 0 is considered invalid.
* Fixups for nifm
We uploaded the wrong data before. So the offset on the host GPU pointer may work for the first vertices, the last ones run out bounds.
Let's just offset the upload instead.
MSVC 19.11 (A.K.A. VS 15.3)'s C++ standard library implements P0154R1
(http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2016/p0154r1.html)
which defines two new constants within the <new> header, std::hardware_destructive_interference_size
and std::hardware_constructive_interference_size.
std::hardware_destructive_interference_size defines the minimum
recommended offset between two concurrently-accessed objects to avoid
performance degradation due to contention introduced by the
implementation (with the lower-bound being at least alignof(max_align_t)).
In other words, the minimum offset between objects necessary to avoid
false-sharing.
std::hardware_constructive_interference_size on the other hand defines
the maximum recommended size of contiguous memory occupied by two
objects accessed wth temporal locality by concurrent threads (also
defined to be at least alignof(max_align_t)). In other words the maximum
size to promote true-sharing.
So we can simply use this facility to determine the ideal alignment
size. Unfortunately, only MSVC supports this right now, so we need to
enclose it within an ifdef for the time being.
about: Tech support does not belong here. You should only file an issue here if you think you have experienced an actual bug with yuzu or you are requesting a feature you believe would make yuzu better.
title: ''
labels: ''
assignees: ''
---
<!---
Please keep in mind yuzu is EXPERIMENTAL SOFTWARE.
Please read the FAQ:
https://yuzu-emu.org/wiki/faq/
THIS IS NOT A SUPPORT FORUM, FOR SUPPORT GO TO:
https://community.citra-emu.org/
If the FAQ does not answer your question, please go to:
https://community.citra-emu.org/
When submitting an issue, please check the following:
- You have read the above.
- You have provided the version (commit hash) of yuzu you are using.
- You have provided sufficient detail for the issue to be reproduced.
- You have provided system specs (if relevant).
- Please also provide:
- For any issues, a log file
- For crashes, a backtrace.
- For graphical issues, comparison screenshots with real hardware.
- For emulation inaccuracies, a test-case (if able).
about:If you are experiencing an issue with yuzu, and you need tech support, or if you have a general question, try asking in the official yuzu Discord linked here. Piracy is not allowed.
- name:Community forums
url:https://community.citra-emu.org
about:This is an alternative place for tech support, however helpers there are not as active.
**The issue tracker is not a support forum.** Unless you can provide precise *technical information* regarding an issue, you *should not post in it*. If you need support, first read the [FAQ](https://github.com/yuzu-emu/yuzu/wiki/FAQ) and then either visit our [Discord server](https://discordapp.com/invite/u77vRWY), [our forum](https://community.citra-emu.org) or ask in a general emulation forum such as [/r/emulation](https://www.reddit.com/r/emulation/). If you post support questions, generic messages to the developers or vague reports without technical details, they will be closed and locked.
If you believe you have a valid issue report, please post text or a screenshot from the log (the console window that opens alongside yuzu) and build version (hex string visible in the titlebar and zip filename), as well as your hardware and software information if applicable.
# Contributing
yuzu is a brand new project, so we have a great opportunity to keep things clean and well organized early on. As such, coding style is very important when making commits. We run clang-format on our CI to check the code. Please use it to format your code when contributing. However, it doesn't cover all the rules below. Some of them aren't very strict rules since we want to be flexible and we understand that under certain circumstances some of them can be counterproductive. Just try to follow as many of them as possible.
# Using clang format (version 6.0)
When generating the native build script for your toolset, cmake will try to find the correct version of clang format (or will download it on windows). Before running cmake, please install clang format version 6.0 for your platform as follows:
* Windows: do nothing; cmake will download a pre built binary for MSVC and MINGW. MSVC users can additionally install a clang format Visual Studio extension to add features like format on save.
* OSX: run `brew install clang-format`.
* Linux: use your package manager to get an appropriate binary.
If clang format is found, then cmake will add a custom build target that can be run at any time to run clang format against *all* source files and update the formatting in them. This should be used before making a pull request so that the reviewers can spend more time reviewing the code instead of having to worry about minor style violations. On MSVC, you can run clang format by building the clang-format project in the solution. On OSX, you can either use the Makefile target `make clang-format` or by building the clang-format target in XCode. For Makefile builds, you can use the clang-format target with `make clang-format`
### General Rules
* A lot of code was taken from other projects (e.g. Citra, Dolphin, PPSSPP, Gekko). In general, when editing other people's code, follow the style of the module you're in (or better yet, fix the style if it drastically differs from our guide).
* Line width is typically 100 characters. Please do not use 80-characters.
* Don't ever introduce new external dependencies into Core
* Don't use any platform specific code in Core
* Use namespaces often
* Avoid the use of C-style casts and instead prefer C++-style `static_cast` and `reinterpret_cast`. Try to avoid using `dynamic_cast`. Never use `const_cast`. The only exception to this rule is for casting between two numeric types, where C-style casts are encouraged for brevity and readability.
### Naming Rules
* Functions: `PascalCase`
* Variables: `lower_case_underscored`. Prefix with `g_` if global.
* Classes: `PascalCase`
* Files and Directories: `lower_case_underscored`
* Namespaces: `PascalCase`, `_` may also be used for clarity (e.g. `ARM_InitCore`)
### Indentation/Whitespace Style
Follow the indentation/whitespace style shown below. Do not use tabs, use 4-spaces instead.
### Comments
* For regular comments, use C++ style (`//`) comments, even for multi-line ones.
* For doc-comments (Doxygen comments), use `/// ` if it's a single line, else use the `/**``*/` style featured in the example. Start the text on the second line, not the first containing `/**`.
* For items that are both defined and declared in two separate files, put the doc-comment only next to the associated declaration. (In a header file, usually.) Otherwise, put it next to the implementation. Never duplicate doc-comments in both places.
```cpp
// Includes should be sorted lexicographically
// STD includes first
#include<map>
#include<memory>
// then, library includes
#include<nihstro/shared_binary.h>
// finally, yuzu includes
#include"common/math_util.h"
#include"common/vector_math.h"
// each major module is separated
#include"video_core/pica.h"
#include"video_core/video_core.h"
namespaceExample{
// Namespace contents are not indented
// Declare globals at the top
intg_foo{};// {} can be used to initialize types as 0, false, or nullptr
char*g_some_pointer{};// Pointer * and reference & stick to the type name, and make sure to initialize as nullptr!
/// A colorful enum.
enumSomeEnum{
ColorRed,///< The color of fire.
ColorGreen,///< The color of grass.
ColorBlue,///< Not actually the color of water.
};
/**
* Very important struct that does a lot of stuff.
* Note that the asterisks are indented by one space to align to the first line.
*/
structPosition{
intx{},y{};// Always intitialize member variables!
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Boost Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or organization obtaining a copy of the software and accompanying documentation covered by this license (the "Software") to use, reproduce, display, distribute, execute, and transmit the Software, and to prepare derivative works of the Software, and to permit third-parties to whom the Software is furnished to do so, all subject to the following:
The copyright notices in the Software and this entire statement, including the above license grant, this restriction and the following disclaimer, must be included in all copies of the Software, in whole or in part, and all derivative works of the Software, unless such copies or derivative works are solely in the form of machine-executable object code generated by a source language processor.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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Using Creative Commons Public Licenses
Creative Commons public licenses provide a standard set of terms and conditions that creators and other rights holders may use to share original works of authorship and other material subject to copyright and certain other rights specified in the public license below. The following considerations are for informational purposes only, are not exhaustive, and do not form part of our licenses.
Considerations for licensors: Our public licenses are intended for use by those authorized to give the public permission to use material in ways otherwise restricted by copyright and certain other rights. Our licenses are irrevocable. Licensors should read and understand the terms and conditions of the license they choose before applying it. Licensors should also secure all rights necessary before applying our licenses so that the public can reuse the material as expected. Licensors should clearly mark any material not subject to the license. This includes other CC-licensed material, or material used under an exception or limitation to copyright. More considerations for licensors.
Considerations for the public: By using one of our public licenses, a licensor grants the public permission to use the licensed material under specified terms and conditions. If the licensor’s permission is not necessary for any reason–for example, because of any applicable exception or limitation to copyright–then that use is not regulated by the license. Our licenses grant only permissions under copyright and certain other rights that a licensor has authority to grant. Use of the licensed material may still be restricted for other reasons, including because others have copyright or other rights in the material. A licensor may make special requests, such as asking that all changes be marked or described. Although not required by our licenses, you are encouraged to respect those requests where reasonable. More considerations for the public.
Creative Commons Attribution 4.0 International Public License
By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution 4.0 International Public License ("Public License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.
Section 1 – Definitions.
a. Adapted Material means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image.
b. Adapter's License means the license You apply to Your Copyright and Similar Rights in Your contributions to Adapted Material in accordance with the terms and conditions of this Public License.
c. Copyright and Similar Rights means copyright and/or similar rights closely related to copyright including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights, without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights.
d. Effective Technological Measures means those measures that, in the absence of proper authority, may not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted on December 20, 1996, and/or similar international agreements.
e. Exceptions and Limitations means fair use, fair dealing, and/or any other exception or limitation to Copyright and Similar Rights that applies to Your use of the Licensed Material.
f. Licensed Material means the artistic or literary work, database, or other material to which the Licensor applied this Public License.
g. Licensed Rights means the rights granted to You subject to the terms and conditions of this Public License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed Material and that the Licensor has authority to license.
h. Licensor means the individual(s) or entity(ies) granting rights under this Public License.
i. Share means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them.
j. Sui Generis Database Rights means rights other than copyright resulting from Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, as amended and/or succeeded, as well as other essentially equivalent rights anywhere in the world.
k. You means the individual or entity exercising the Licensed Rights under this Public License. Your has a corresponding meaning.
Section 2 – Scope.
a. License grant.
1. Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to:
A. reproduce and Share the Licensed Material, in whole or in part; and
B. produce, reproduce, and Share Adapted Material.
2. Exceptions and Limitations. For the avoidance of doubt, where Exceptions and Limitations apply to Your use, this Public License does not apply, and You do not need to comply with its terms and conditions.
3. Term. The term of this Public License is specified in Section 6(a).
4. Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures. For purposes of this Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted Material.
5. Downstream recipients.
A. Offer from the Licensor – Licensed Material. Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License.
B. No downstream restrictions. You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so restricts exercise of the Licensed Rights by any recipient of the Licensed Material.
6. No endorsement. Nothing in this Public License constitutes or may be construed as permission to assert or imply that You are, or that Your use of the Licensed Material is, connected with, or sponsored, endorsed, or granted official status by, the Licensor or others designated to receive attribution as provided in Section 3(a)(1)(A)(i).
b. Other rights.
1. Moral rights, such as the right of integrity, are not licensed under this Public License, nor are publicity, privacy, and/or other similar personality rights; however, to the extent possible, the Licensor waives and/or agrees not to assert any such rights held by the Licensor to the limited extent necessary to allow You to exercise the Licensed Rights, but not otherwise.
2. Patent and trademark rights are not licensed under this Public License.
3. To the extent possible, the Licensor waives any right to collect royalties from You for the exercise of the Licensed Rights, whether directly or through a collecting society under any voluntary or waivable statutory or compulsory licensing scheme. In all other cases the Licensor expressly reserves any right to collect such royalties.
Section 3 – License Conditions.
Your exercise of the Licensed Rights is expressly made subject to the following conditions.
a. Attribution.
1. If You Share the Licensed Material (including in modified form), You must:
A. retain the following if it is supplied by the Licensor with the Licensed Material:
i. identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated);
ii. a copyright notice;
iii. a notice that refers to this Public License;
iv. a notice that refers to the disclaimer of warranties;
v. a URI or hyperlink to the Licensed Material to the extent reasonably practicable;
B. indicate if You modified the Licensed Material and retain an indication of any previous modifications; and
C. indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License.
2. You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information.
3. If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to the extent reasonably practicable.
4. If You Share Adapted Material You produce, the Adapter's License You apply must not prevent recipients of the Adapted Material from complying with this Public License.
Section 4 – Sui Generis Database Rights.
Where the Licensed Rights include Sui Generis Database Rights that apply to Your use of the Licensed Material:
a. for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database;
b. if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material; and
c. You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents of the database.
For the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this Public License where the Licensed Rights include other Copyright and Similar Rights.
Section 5 – Disclaimer of Warranties and Limitation of Liability.
a. Unless otherwise separately undertaken by the Licensor, to the extent possible, the Licensor offers the Licensed Material as-is and as-available, and makes no representations or warranties of any kind concerning the Licensed Material, whether express, implied, statutory, or other. This includes, without limitation, warranties of title, merchantability, fitness for a particular purpose, non-infringement, absence of latent or other defects, accuracy, or the presence or absence of errors, whether or not known or discoverable. Where disclaimers of warranties are not allowed in full or in part, this disclaimer may not apply to You.
b. To the extent possible, in no event will the Licensor be liable to You on any legal theory (including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental, consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of this Public License or use of the Licensed Material, even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this limitation may not apply to You.
c. The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.
Section 6 – Term and Termination.
a. This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this Public License terminate automatically.
b. Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:
1. automatically as of the date the violation is cured, provided it is cured within 30 days of Your discovery of the violation; or
2. upon express reinstatement by the Licensor.
c. For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek remedies for Your violations of this Public License.
d. For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate this Public License.
e. Sections 1, 5, 6, 7, and 8 survive termination of this Public License.
Section 7 – Other Terms and Conditions.
a. The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed.
b. Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.
Section 8 – Interpretation.
a. For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License.
b. To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions.
c. No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor.
d. Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority.
Creative Commons is not a party to its public licenses. Notwithstanding, Creative Commons may elect to apply one of its public licenses to material it publishes and in those instances will be considered the “Licensor.” Except for the limited purpose of indicating that material is shared under a Creative Commons public license or as otherwise permitted by the Creative Commons policies published at creativecommons.org/policies, Creative Commons does not authorize the use of the trademark “Creative Commons” or any other trademark or logo of Creative Commons without its prior written consent including, without limitation, in connection with any unauthorized modifications to any of its public licenses or any other arrangements, understandings, or agreements concerning use of licensed material. For the avoidance of doubt, this paragraph does not form part of the public licenses.
Creative Commons may be contacted at creativecommons.org.
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Lesser General Public License instead.) You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.
Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.
You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.
c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.
In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.
3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.
If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License.
7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.
This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.
10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found.
one line to give the program's name and an idea of what it does. Copyright (C) yyyy name of author
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker.
signature of Ty Coon, 1 April 1989 Ty Coon, President of Vice
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and other kinds of works.
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains that there is no warranty for this free software. For both users' and authors' sake, the GPL requires that modified versions be marked as changed, so that their problems will not be attributed erroneously to authors of previous versions.
Some devices are designed to deny users access to install or run modified versions of the software inside them, although the manufacturer can do so. This is fundamentally incompatible with the aim of protecting users' freedom to change the software. The systematic pattern of such abuse occurs in the area of products for individuals to use, which is precisely where it is most unacceptable. Therefore, we have designed this version of the GPL to prohibit the practice for those products. If such problems arise substantially in other domains, we stand ready to extend this provision to those domains in future versions of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents. States should not allow patents to restrict development and use of software on general-purpose computers, but in those that do, we wish to avoid the special danger that patents applied to a free program could make it effectively proprietary. To prevent this, the GPL assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS
0. Definitions.
“This License” refers to version 3 of the GNU General Public License.
“Copyright” also means copyright-like laws that apply to other kinds of works, such as semiconductor masks.
“The Program” refers to any copyrightable work licensed under this License. Each licensee is addressed as “you”. “Licensees” and “recipients” may be individuals or organizations.
To “modify” a work means to copy from or adapt all or part of the work in a fashion requiring copyright permission, other than the making of an exact copy. The resulting work is called a “modified version” of the earlier work or a work “based on” the earlier work.
A “covered work” means either the unmodified Program or a work based on the Program.
To “propagate” a work means to do anything with it that, without permission, would make you directly or secondarily liable for infringement under applicable copyright law, except executing it on a computer or modifying a private copy. Propagation includes copying, distribution (with or without modification), making available to the public, and in some countries other activities as well.
To “convey” a work means any kind of propagation that enables other parties to make or receive copies. Mere interaction with a user through a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays “Appropriate Legal Notices” to the extent that it includes a convenient and prominently visible feature that (1) displays an appropriate copyright notice, and (2) tells the user that there is no warranty for the work (except to the extent that warranties are provided), that licensees may convey the work under this License, and how to view a copy of this License. If the interface presents a list of user commands or options, such as a menu, a prominent item in the list meets this criterion.
1. Source Code.
The “source code” for a work means the preferred form of the work for making modifications to it. “Object code” means any non-source form of a work.
A “Standard Interface” means an interface that either is an official standard defined by a recognized standards body, or, in the case of interfaces specified for a particular programming language, one that is widely used among developers working in that language.
The “System Libraries” of an executable work include anything, other than the work as a whole, that (a) is included in the normal form of packaging a Major Component, but which is not part of that Major Component, and (b) serves only to enable use of the work with that Major Component, or to implement a Standard Interface for which an implementation is available to the public in source code form. A “Major Component”, in this context, means a major essential component (kernel, window system, and so on) of the specific operating system (if any) on which the executable work runs, or a compiler used to produce the work, or an object code interpreter used to run it.
The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities. However, it does not include the work's System Libraries, or general-purpose tools or generally available free programs which are used unmodified in performing those activities but which are not part of the work. For example, Corresponding Source includes interface definition files associated with source files for the work, and the source code for shared libraries and dynamically linked subprograms that the work is specifically designed to require, such as by intimate data communication or control flow between those subprograms and other parts of the work.
The Corresponding Source need not include anything that users can regenerate automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of copyright on the Program, and are irrevocable provided the stated conditions are met. This License explicitly affirms your unlimited permission to run the unmodified Program. The output from running a covered work is covered by this License only if the output, given its content, constitutes a covered work. This License acknowledges your rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not convey, without conditions so long as your license otherwise remains in force. You may convey covered works to others for the sole purpose of having them make modifications exclusively for you, or provide you with facilities for running those works, provided that you comply with the terms of this License in conveying all material for which you do not control copyright. Those thus making or running the covered works for you must do so exclusively on your behalf, under your direction and control, on terms that prohibit them from making any copies of your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under the conditions stated below. Sublicensing is not allowed; section 10 makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological measure under any applicable law fulfilling obligations under article 11 of the WIPO copyright treaty adopted on 20 December 1996, or similar laws prohibiting or restricting circumvention of such measures.
When you convey a covered work, you waive any legal power to forbid circumvention of technological measures to the extent such circumvention is effected by exercising rights under this License with respect to the covered work, and you disclaim any intention to limit operation or modification of the work as a means of enforcing, against the work's users, your or third parties' legal rights to forbid circumvention of technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice; keep intact all notices stating that this License and any non-permissive terms added in accord with section 7 apply to the code; keep intact all notices of the absence of any warranty; and give all recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey, and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to produce it from the Program, in the form of source code under the terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified it, and giving a relevant date.
b) The work must carry prominent notices stating that it is released under this License and any conditions added under section 7. This requirement modifies the requirement in section 4 to “keep intact all notices”.
c) You must license the entire work, as a whole, under this License to anyone who comes into possession of a copy. This License will therefore apply, along with any applicable section 7 additional terms, to the whole of the work, and all its parts, regardless of how they are packaged. This License gives no permission to license the work in any other way, but it does not invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display Appropriate Legal Notices; however, if the Program has interactive interfaces that do not display Appropriate Legal Notices, your work need not make them do so.
A compilation of a covered work with other separate and independent works, which are not by their nature extensions of the covered work, and which are not combined with it such as to form a larger program, in or on a volume of a storage or distribution medium, is called an “aggregate” if the compilation and its resulting copyright are not used to limit the access or legal rights of the compilation's users beyond what the individual works permit. Inclusion of a covered work in an aggregate does not cause this License to apply to the other parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of sections 4 and 5, provided that you also convey the machine-readable Corresponding Source under the terms of this License, in one of these ways:
a) Convey the object code in, or embodied in, a physical product (including a physical distribution medium), accompanied by the Corresponding Source fixed on a durable physical medium customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product (including a physical distribution medium), accompanied by a written offer, valid for at least three years and valid for as long as you offer spare parts or customer support for that product model, to give anyone who possesses the object code either (1) a copy of the Corresponding Source for all the software in the product that is covered by this License, on a durable physical medium customarily used for software interchange, for a price no more than your reasonable cost of physically performing this conveying of source, or (2) access to copy the Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the written offer to provide the Corresponding Source. This alternative is allowed only occasionally and noncommercially, and only if you received the object code with such an offer, in accord with subsection 6b.
d) Convey the object code by offering access from a designated place (gratis or for a charge), and offer equivalent access to the Corresponding Source in the same way through the same place at no further charge. You need not require recipients to copy the Corresponding Source along with the object code. If the place to copy the object code is a network server, the Corresponding Source may be on a different server (operated by you or a third party) that supports equivalent copying facilities, provided you maintain clear directions next to the object code saying where to find the Corresponding Source. Regardless of what server hosts the Corresponding Source, you remain obligated to ensure that it is available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided you inform other peers where the object code and Corresponding Source of the work are being offered to the general public at no charge under subsection 6d.
A separable portion of the object code, whose source code is excluded from the Corresponding Source as a System Library, need not be included in conveying the object code work.
A “User Product” is either (1) a “consumer product”, which means any tangible personal property which is normally used for personal, family, or household purposes, or (2) anything designed or sold for incorporation into a dwelling. In determining whether a product is a consumer product, doubtful cases shall be resolved in favor of coverage. For a particular product received by a particular user, “normally used” refers to a typical or common use of that class of product, regardless of the status of the particular user or of the way in which the particular user actually uses, or expects or is expected to use, the product. A product is a consumer product regardless of whether the product has substantial commercial, industrial or non-consumer uses, unless such uses represent the only significant mode of use of the product.
“Installation Information” for a User Product means any methods, procedures, authorization keys, or other information required to install and execute modified versions of a covered work in that User Product from a modified version of its Corresponding Source. The information must suffice to ensure that the continued functioning of the modified object code is in no case prevented or interfered with solely because modification has been made.
If you convey an object code work under this section in, or with, or specifically for use in, a User Product, and the conveying occurs as part of a transaction in which the right of possession and use of the User Product is transferred to the recipient in perpetuity or for a fixed term (regardless of how the transaction is characterized), the Corresponding Source conveyed under this section must be accompanied by the Installation Information. But this requirement does not apply if neither you nor any third party retains the ability to install modified object code on the User Product (for example, the work has been installed in ROM).
The requirement to provide Installation Information does not include a requirement to continue to provide support service, warranty, or updates for a work that has been modified or installed by the recipient, or for the User Product in which it has been modified or installed. Access to a network may be denied when the modification itself materially and adversely affects the operation of the network or violates the rules and protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided, in accord with this section must be in a format that is publicly documented (and with an implementation available to the public in source code form), and must require no special password or key for unpacking, reading or copying.
7. Additional Terms.
“Additional permissions” are terms that supplement the terms of this License by making exceptions from one or more of its conditions. Additional permissions that are applicable to the entire Program shall be treated as though they were included in this License, to the extent that they are valid under applicable law. If additional permissions apply only to part of the Program, that part may be used separately under those permissions, but the entire Program remains governed by this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option remove any additional permissions from that copy, or from any part of it. (Additional permissions may be written to require their own removal in certain cases when you modify the work.) You may place additional permissions on material, added by you to a covered work, for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you add to a covered work, you may (if authorized by the copyright holders of that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or author attributions in that material or in the Appropriate Legal Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or requiring that modified versions of such material be marked in reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or authors of the material; or
e) Declining to grant rights under trademark law for use of some trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that material by anyone who conveys the material (or modified versions of it) with contractual assumptions of liability to the recipient, for any liability that these contractual assumptions directly impose on those licensors and authors.
All other non-permissive additional terms are considered “further restrictions” within the meaning of section 10. If the Program as you received it, or any part of it, contains a notice stating that it is governed by this License along with a term that is a further restriction, you may remove that term. If a license document contains a further restriction but permits relicensing or conveying under this License, you may add to a covered work material governed by the terms of that license document, provided that the further restriction does not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you must place, in the relevant source files, a statement of the additional terms that apply to those files, or a notice indicating where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly provided under this License. Any attempt otherwise to propagate or modify it is void, and will automatically terminate your rights under this License (including any patent licenses granted under the third paragraph of section 11).
However, if you cease all violation of this License, then your license from a particular copyright holder is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable means prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is reinstated permanently if the copyright holder notifies you of the violation by some reasonable means, this is the first time you have received notice of violation of this License (for any work) from that copyright holder, and you cure the violation prior to 30 days after your receipt of the notice.
Termination of your rights under this section does not terminate the licenses of parties who have received copies or rights from you under this License. If your rights have been terminated and not permanently reinstated, you do not qualify to receive new licenses for the same material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License.
An “entity transaction” is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it.
11. Patents.
A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”.
A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version.
In the following three paragraphs, a “patent license” is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To “grant” such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party.
If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it.
A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program.
Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <http://www.gnu.org/philosophy/why-not-lgpl.html>.
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates the terms and conditions of version 3 of the GNU General Public License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser General Public License, and the "GNU GPL" refers to version 3 of the GNU General Public License.
"The Library" refers to a covered work governed by this License, other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided by the Library, but which is not otherwise based on the Library. Defining a subclass of a class defined by the Library is deemed a mode of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an Application with the Library. The particular version of the Library with which the Combined Work was made is also called the "Linked Version".
The "Minimal Corresponding Source" for a Combined Work means the Corresponding Source for the Combined Work, excluding any source code for portions of the Combined Work that, considered in isolation, are based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the object code and/or source code for the Application, including any data and utility programs needed for reproducing the Combined Work from the Application, but excluding the System Libraries of the Combined Work.
1. Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License without being bound by section 3 of the GNU GPL.
2. Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a facility refers to a function or data to be supplied by an Application that uses the facility (other than as an argument passed when the facility is invoked), then you may convey a copy of the modified version:
a) under this License, provided that you make a good faith effort to ensure that, in the event an Application does not supply the function or data, the facility still operates, and performs whatever part of its purpose remains meaningful, or
b) under the GNU GPL, with none of the additional permissions of this License applicable to that copy.
3. Object Code Incorporating Material from Library Header Files.
The object code form of an Application may incorporate material from a header file that is part of the Library. You may convey such object code under terms of your choice, provided that, if the incorporated material is not limited to numerical parameters, data structure layouts and accessors, or small macros, inline functions and templates (ten or fewer lines in length), you do both of the following:
a) Give prominent notice with each copy of the object code that the Library is used in it and that the Library and its use are covered by this License.
b) Accompany the object code with a copy of the GNU GPL and this license document.
4. Combined Works.
You may convey a Combined Work under terms of your choice that, taken together, effectively do not restrict modification of the portions of the Library contained in the Combined Work and reverse engineering for debugging such modifications, if you also do each of the following:
a) Give prominent notice with each copy of the Combined Work that the Library is used in it and that the Library and its use are covered by this License.
b) Accompany the Combined Work with a copy of the GNU GPL and this license document.
c) For a Combined Work that displays copyright notices during execution, include the copyright notice for the Library among these notices, as well as a reference directing the user to the copies of the GNU GPL and this license document.
d) Do one of the following:
0) Convey the Minimal Corresponding Source under the terms of this License, and the Corresponding Application Code in a form suitable for, and under terms that permit, the user to recombine or relink the Application with a modified version of the Linked Version to produce a modified Combined Work, in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source.
1) Use a suitable shared library mechanism for linking with the Library. A suitable mechanism is one that (a) uses at run time a copy of the Library already present on the user's computer system, and (b) will operate properly with a modified version of the Library that is interface-compatible with the Linked Version.
e) Provide Installation Information, but only if you would otherwise be required to provide such information under section 6 of the GNU GPL, and only to the extent that such information is necessary to install and execute a modified version of the Combined Work produced by recombining or relinking the Application with a modified version of the Linked Version. (If you use option 4d0, the Installation Information must accompany the Minimal Corresponding Source and Corresponding Application Code. If you use option 4d1, you must provide the Installation Information in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source.)
5. Combined Libraries.
You may place library facilities that are a work based on the Library side by side in a single library together with other library facilities that are not Applications and are not covered by this License, and convey such a combined library under terms of your choice, if you do both of the following:
a) Accompany the combined library with a copy of the same work based on the Library, uncombined with any other library facilities, conveyed under the terms of this License.
b) Give prominent notice with the combined library that part of it is a work based on the Library, and explaining where to find the accompanying uncombined form of the same work.
6. Revised Versions of the GNU Lesser General Public License.
The Free Software Foundation may publish revised and/or new versions of the GNU Lesser General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Library as you received it specifies that a certain numbered version of the GNU Lesser General Public License "or any later version" applies to it, you have the option of following the terms and conditions either of that published version or of any later version published by the Free Software Foundation. If the Library as you received it does not specify a version number of the GNU Lesser General Public License, you may choose any version of the GNU Lesser General Public License ever published by the Free Software Foundation.
If the Library as you received it specifies that a proxy can decide whether future versions of the GNU Lesser General Public License shall
apply, that proxy's public statement of acceptance of any version is permanent authorization for you to choose that version for the Library.
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and other kinds of works.
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains that there is no warranty for this free software. For both users' and authors' sake, the GPL requires that modified versions be marked as changed, so that their problems will not be attributed erroneously to authors of previous versions.
Some devices are designed to deny users access to install or run modified versions of the software inside them, although the manufacturer can do so. This is fundamentally incompatible with the aim of protecting users' freedom to change the software. The systematic pattern of such abuse occurs in the area of products for individuals to use, which is precisely where it is most unacceptable. Therefore, we have designed this version of the GPL to prohibit the practice for those products. If such problems arise substantially in other domains, we stand ready to extend this provision to those domains in future versions of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents. States should not allow patents to restrict development and use of software on general-purpose computers, but in those that do, we wish to avoid the special danger that patents applied to a free program could make it effectively proprietary. To prevent this, the GPL assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS
0. Definitions.
“This License” refers to version 3 of the GNU General Public License.
“Copyright” also means copyright-like laws that apply to other kinds of works, such as semiconductor masks.
“The Program” refers to any copyrightable work licensed under this License. Each licensee is addressed as “you”. “Licensees” and “recipients” may be individuals or organizations.
To “modify” a work means to copy from or adapt all or part of the work in a fashion requiring copyright permission, other than the making of an exact copy. The resulting work is called a “modified version” of the earlier work or a work “based on” the earlier work.
A “covered work” means either the unmodified Program or a work based on the Program.
To “propagate” a work means to do anything with it that, without permission, would make you directly or secondarily liable for infringement under applicable copyright law, except executing it on a computer or modifying a private copy. Propagation includes copying, distribution (with or without modification), making available to the public, and in some countries other activities as well.
To “convey” a work means any kind of propagation that enables other parties to make or receive copies. Mere interaction with a user through a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays “Appropriate Legal Notices” to the extent that it includes a convenient and prominently visible feature that (1) displays an appropriate copyright notice, and (2) tells the user that there is no warranty for the work (except to the extent that warranties are provided), that licensees may convey the work under this License, and how to view a copy of this License. If the interface presents a list of user commands or options, such as a menu, a prominent item in the list meets this criterion.
1. Source Code.
The “source code” for a work means the preferred form of the work for making modifications to it. “Object code” means any non-source form of a work.
A “Standard Interface” means an interface that either is an official standard defined by a recognized standards body, or, in the case of interfaces specified for a particular programming language, one that is widely used among developers working in that language.
The “System Libraries” of an executable work include anything, other than the work as a whole, that (a) is included in the normal form of packaging a Major Component, but which is not part of that Major Component, and (b) serves only to enable use of the work with that Major Component, or to implement a Standard Interface for which an implementation is available to the public in source code form. A “Major Component”, in this context, means a major essential component (kernel, window system, and so on) of the specific operating system (if any) on which the executable work runs, or a compiler used to produce the work, or an object code interpreter used to run it.
The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities. However, it does not include the work's System Libraries, or general-purpose tools or generally available free programs which are used unmodified in performing those activities but which are not part of the work. For example, Corresponding Source includes interface definition files associated with source files for the work, and the source code for shared libraries and dynamically linked subprograms that the work is specifically designed to require, such as by intimate data communication or control flow between those subprograms and other parts of the work.
The Corresponding Source need not include anything that users can regenerate automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of copyright on the Program, and are irrevocable provided the stated conditions are met. This License explicitly affirms your unlimited permission to run the unmodified Program. The output from running a covered work is covered by this License only if the output, given its content, constitutes a covered work. This License acknowledges your rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not convey, without conditions so long as your license otherwise remains in force. You may convey covered works to others for the sole purpose of having them make modifications exclusively for you, or provide you with facilities for running those works, provided that you comply with the terms of this License in conveying all material for which you do not control copyright. Those thus making or running the covered works for you must do so exclusively on your behalf, under your direction and control, on terms that prohibit them from making any copies of your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under the conditions stated below. Sublicensing is not allowed; section 10 makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological measure under any applicable law fulfilling obligations under article 11 of the WIPO copyright treaty adopted on 20 December 1996, or similar laws prohibiting or restricting circumvention of such measures.
When you convey a covered work, you waive any legal power to forbid circumvention of technological measures to the extent such circumvention is effected by exercising rights under this License with respect to the covered work, and you disclaim any intention to limit operation or modification of the work as a means of enforcing, against the work's users, your or third parties' legal rights to forbid circumvention of technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice; keep intact all notices stating that this License and any non-permissive terms added in accord with section 7 apply to the code; keep intact all notices of the absence of any warranty; and give all recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey, and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to produce it from the Program, in the form of source code under the terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified it, and giving a relevant date.
b) The work must carry prominent notices stating that it is released under this License and any conditions added under section 7. This requirement modifies the requirement in section 4 to “keep intact all notices”.
c) You must license the entire work, as a whole, under this License to anyone who comes into possession of a copy. This License will therefore apply, along with any applicable section 7 additional terms, to the whole of the work, and all its parts, regardless of how they are packaged. This License gives no permission to license the work in any other way, but it does not invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display Appropriate Legal Notices; however, if the Program has interactive interfaces that do not display Appropriate Legal Notices, your work need not make them do so.
A compilation of a covered work with other separate and independent works, which are not by their nature extensions of the covered work, and which are not combined with it such as to form a larger program, in or on a volume of a storage or distribution medium, is called an “aggregate” if the compilation and its resulting copyright are not used to limit the access or legal rights of the compilation's users beyond what the individual works permit. Inclusion of a covered work in an aggregate does not cause this License to apply to the other parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of sections 4 and 5, provided that you also convey the machine-readable Corresponding Source under the terms of this License, in one of these ways:
a) Convey the object code in, or embodied in, a physical product (including a physical distribution medium), accompanied by the Corresponding Source fixed on a durable physical medium customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product (including a physical distribution medium), accompanied by a written offer, valid for at least three years and valid for as long as you offer spare parts or customer support for that product model, to give anyone who possesses the object code either (1) a copy of the Corresponding Source for all the software in the product that is covered by this License, on a durable physical medium customarily used for software interchange, for a price no more than your reasonable cost of physically performing this conveying of source, or (2) access to copy the Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the written offer to provide the Corresponding Source. This alternative is allowed only occasionally and noncommercially, and only if you received the object code with such an offer, in accord with subsection 6b.
d) Convey the object code by offering access from a designated place (gratis or for a charge), and offer equivalent access to the Corresponding Source in the same way through the same place at no further charge. You need not require recipients to copy the Corresponding Source along with the object code. If the place to copy the object code is a network server, the Corresponding Source may be on a different server (operated by you or a third party) that supports equivalent copying facilities, provided you maintain clear directions next to the object code saying where to find the Corresponding Source. Regardless of what server hosts the Corresponding Source, you remain obligated to ensure that it is available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided you inform other peers where the object code and Corresponding Source of the work are being offered to the general public at no charge under subsection 6d.
A separable portion of the object code, whose source code is excluded from the Corresponding Source as a System Library, need not be included in conveying the object code work.
A “User Product” is either (1) a “consumer product”, which means any tangible personal property which is normally used for personal, family, or household purposes, or (2) anything designed or sold for incorporation into a dwelling. In determining whether a product is a consumer product, doubtful cases shall be resolved in favor of coverage. For a particular product received by a particular user, “normally used” refers to a typical or common use of that class of product, regardless of the status of the particular user or of the way in which the particular user actually uses, or expects or is expected to use, the product. A product is a consumer product regardless of whether the product has substantial commercial, industrial or non-consumer uses, unless such uses represent the only significant mode of use of the product.
“Installation Information” for a User Product means any methods, procedures, authorization keys, or other information required to install and execute modified versions of a covered work in that User Product from a modified version of its Corresponding Source. The information must suffice to ensure that the continued functioning of the modified object code is in no case prevented or interfered with solely because modification has been made.
If you convey an object code work under this section in, or with, or specifically for use in, a User Product, and the conveying occurs as part of a transaction in which the right of possession and use of the User Product is transferred to the recipient in perpetuity or for a fixed term (regardless of how the transaction is characterized), the Corresponding Source conveyed under this section must be accompanied by the Installation Information. But this requirement does not apply if neither you nor any third party retains the ability to install modified object code on the User Product (for example, the work has been installed in ROM).
The requirement to provide Installation Information does not include a requirement to continue to provide support service, warranty, or updates for a work that has been modified or installed by the recipient, or for the User Product in which it has been modified or installed. Access to a network may be denied when the modification itself materially and adversely affects the operation of the network or violates the rules and protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided, in accord with this section must be in a format that is publicly documented (and with an implementation available to the public in source code form), and must require no special password or key for unpacking, reading or copying.
7. Additional Terms.
“Additional permissions” are terms that supplement the terms of this License by making exceptions from one or more of its conditions. Additional permissions that are applicable to the entire Program shall be treated as though they were included in this License, to the extent that they are valid under applicable law. If additional permissions apply only to part of the Program, that part may be used separately under those permissions, but the entire Program remains governed by this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option remove any additional permissions from that copy, or from any part of it. (Additional permissions may be written to require their own removal in certain cases when you modify the work.) You may place additional permissions on material, added by you to a covered work, for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you add to a covered work, you may (if authorized by the copyright holders of that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or author attributions in that material or in the Appropriate Legal Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or requiring that modified versions of such material be marked in reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or authors of the material; or
e) Declining to grant rights under trademark law for use of some trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that material by anyone who conveys the material (or modified versions of it) with contractual assumptions of liability to the recipient, for any liability that these contractual assumptions directly impose on those licensors and authors.
All other non-permissive additional terms are considered “further restrictions” within the meaning of section 10. If the Program as you received it, or any part of it, contains a notice stating that it is governed by this License along with a term that is a further restriction, you may remove that term. If a license document contains a further restriction but permits relicensing or conveying under this License, you may add to a covered work material governed by the terms of that license document, provided that the further restriction does not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you must place, in the relevant source files, a statement of the additional terms that apply to those files, or a notice indicating where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly provided under this License. Any attempt otherwise to propagate or modify it is void, and will automatically terminate your rights under this License (including any patent licenses granted under the third paragraph of section 11).
However, if you cease all violation of this License, then your license from a particular copyright holder is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable means prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is reinstated permanently if the copyright holder notifies you of the violation by some reasonable means, this is the first time you have received notice of violation of this License (for any work) from that copyright holder, and you cure the violation prior to 30 days after your receipt of the notice.
Termination of your rights under this section does not terminate the licenses of parties who have received copies or rights from you under this License. If your rights have been terminated and not permanently reinstated, you do not qualify to receive new licenses for the same material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License.
An “entity transaction” is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it.
11. Patents.
A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”.
A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version.
In the following three paragraphs, a “patent license” is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To “grant” such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party.
If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it.
A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program.
Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <http://www.gnu.org/philosophy/why-not-lgpl.html>.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to <http://unlicense.org/>
Everyone is permitted to copy and distribute verbatim or modified copies of this license document, and changing it is allowed as long as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
It is written in C++ with portability in mind, with builds actively maintained for Windows, Linux and macOS. The emulator is currently only useful for homebrew development and research purposes.
<h4 align="center"><b>yuzu</b> is the world's most popular, open-source, Nintendo Switch emulator — started by the creators of <a href="https://citra-emu.org" target="_blank">Citra</a>.
<br>
It is written in C++ with portability in mind, and we actively maintain builds for Windows and Linux.
</h4>
yuzu only emulates a subset of Switch hardware and therefore is generally only useful for running/debugging homebrew applications. At this time, yuzu cannot play any commercial games without major problems. yuzu can boot some games, to varying degrees of success, but does not implement any of the necessary GPU features to render 3D graphics.
yuzu is licensed under the GPLv2 (or any later version). Refer to the license.txt file included.
<p align="center">
<a href="#compatibility">Compatibility</a> |
<a href="#development">Development</a> |
<a href="#building">Building</a> |
<a href="#download">Download</a> |
<a href="#support">Support</a> |
<a href="#license">License</a>
</p>
Check out our [website](https://yuzu-emu.org/)!
## Compatibility
For development discussion, please join us on [Discord](https://discord.gg/XQV6dn9).
The emulator is capable of running most commercial games at full speed, provided you meet the [necessary hardware requirements](https://yuzu-emu.org/help/quickstart/#hardware-requirements).
### Development
For a full list of games yuzu support, please visit our [Compatibility page](https://yuzu-emu.org/game/)
Most of the development happens on GitHub. It's also where [our central repository](https://github.com/yuzu-emu/yuzu) is hosted.
Check out our [website](https://yuzu-emu.org/) for the latest news on exciting features, monthly progress reports, and more!
If you want to contribute please take a look at the [Contributor's Guide](CONTRIBUTING.md) and [Developer Information](https://github.com/yuzu-emu/yuzu/wiki/Developer-Information). You should as well contact any of the developers on Discord in order to know about the current state of the emulator.
## Development
### Building
Most of the development happens on GitHub. It's also where [our central repository](https://github.com/yuzu-emu/yuzu) is hosted. For development discussion, please join us on [Discord](https://discord.com/invite/u77vRWY).
If you want to contribute, please take a look at the [Contributor's Guide](https://github.com/yuzu-emu/yuzu/wiki/Contributing) and [Developer Information](https://github.com/yuzu-emu/yuzu/wiki/Developer-Information).
You can also contact any of the developers on Discord in order to know about the current state of the emulator.
If you want to contribute to the user interface translation project, please check out the [yuzu project on transifex](https://www.transifex.com/yuzu-emulator/yuzu). We centralize translation work there, and periodically upstream translations.
You can download the latest releases automatically via the installer on our [downloads](https://yuzu-emu.org/downloads/) page.
### Support
We happily accept monetary donations or donated games and hardware. Please see our [donations page](https://yuzu-emu.org/donate/) for more information on how you can contribute to yuzu. Any donations received will go towards things like:
## Support
If you enjoy the project and want to support us financially, check out our Patreon!
Any donations received will go towards things like:
* Switch consoles to explore and reverse-engineer the hardware
* Switch games for testing, reverse-engineering, and implementing new features
* Web hosting and infrastructure setup
* Software licenses (e.g. Visual Studio, IDA Pro, etc.)
* Additional hardware (e.g. GPUs as-needed to improve rendering support, other peripherals to add support for, etc.)
We also more than gladly accept used Switch consoles, preferably ones with firmware 3.0.0 or lower! If you would like to give yours away, don't hesitate to join our [Discord](https://discord.gg/VXqngT3) and talk to bunnei. You may also contact: donations@yuzu-emu.org.
If you wish to support us a different way, please join our [Discord](https://discord.gg/u77vRWY) and talk to bunnei. You may also contact: donations@yuzu-emu.org.
## License
yuzu is licensed under the GPLv3 (or any later version). Refer to the [LICENSE.txt](https://github.com/yuzu-emu/yuzu/blob/master/LICENSE.txt) file.
The [Skyline-Emulator Team](https://github.com/skyline-emu/skyline) may choose to use the code from these contributors under the GPL-3.0-or-later OR MPL-2.0: [FernandoS27](https://github.com/FernandoS27), [lioncash](https://github.com/lioncash), [bunnei](https://github.com/bunnei), [ReinUsesLisp](https://github.com/ReinUsesLisp), [Morph1984](https://github.com/Morph1984), [ogniK5377](https://github.com/ogniK5377), [german77](https://github.com/german77), [ameerj](https://github.com/ameerj), [Kelebek1](https://github.com/Kelebek1) and [lat9nq](https://github.com/lat9nq)
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