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.
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.
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.