Android 15 will allow OEMs to ship arm64-v8a devices with 16KiB page sizes. Devices that use this configuration will not be able to run existing apps that use native code. To be compatible with these devices, applications will need to rebuild all their native code to be 16KiB aligned, and rewrite any code which assumes a specific page size.
This commit sets `-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON` and updates `libadrenotools` to replace `PAGE_SIZE` with `getpagesize()` in order to dynamically determine a device's page size.
Where previously the emulator thread was halted, frame advancing mode is now enabled instead
This commit also removes the "Enable Frame Advancing" option due to being obsolete
An optional boolean `primary_only` has been added to `link_action_shortcut` when it is necessary to seperate primary and secondary window hotkeys.
Currently this is only used for the fullscreen binding, as a different prodedure is used for each window.
This feature is accessible by long-pressing on a game card, replacing the old method of accessing the cheats menu
The cheats menu is now accessed from within the about game dialog
Adapted from 69c323289f
Co-authored-by: Ishan09811 <156402647+ishan09811@users.noreply.github.com>
Co-authored-by: kleidis <167202775+kleidis@users.noreply.github.com>
This add Custom Layout selector in Both Menu and Enhancment Setting. This will allow to use or change Custom Layout mode or by using toggle. Still No Overlay Editor, just manual edit box, and this Not saved or carried at per game settings
Replace deprecated `stateChanged` function with `checkStateChanged` that was first introduced in QT 6.7 but keep the old code to maintain compatibility with older versions of QT.
* common/aarch64: Allow generic code generator types
Use the templated `BasicCodeGenerator` type rather than the specialized
`CodeGenerator` type.
Allows `VectorCodeGenerator` to work with these functions.
* common/aarch64: Add `VectorCodeGenerator` to `CallFarFunction`
`VectorCodeGenerator` will always do far-calls since we cannot resolve any absolute addresses here.
* shader_jit_a64: Implement position-independent VectorCodeGenerator
Generates more position-independent assembly to allow for code to be
generated within a resizable vector before copying into executable
memory, allowing for more compact memory allocations and usage rather
than a statically defined worst-case for all-cases.
`VectorCodeGenerator` will need to generate position-independent code
rather than use absolute addresses. Assumes all far function calls in the
case of `VectorCodeGenerator` to use absolute addresses rather than
potentially use a relative `BL` branch after memory relocation.
* Refactor Vulkan stream buffer memory type selection
This is a fix for GPUs with Vulkan V1.1 and V1.2
* add requested refactoring
* clang format
* fix typo
* act: Add more command names and implement GetErrorCode
The command names have been extracted from 3dbrew and the JavaScript
bindings that the NNID settings uses internally.
The error names have been extracted from the Wii U implementation
(102-XXXX), which are compatible with the 3DS ones except for 022-5XXX,
which are error codes specific to the 3DS.
* act: Split error codes into separate file
* Implements a steps per hour (global) setting that gets returned by PTM GetStepHistory
* Make setting label text clearer
* Add setting to SDL frontend
* Add setting to Android (no UI)
* Remove IntSetting enum value
* Follow convension in android default ini
* Android: replace company in the game card with titleId.
TitleId is more useful for users than companies
because it can help them find game saves and the cheat file.
* Android: restore the company name on the game card.
* shader_jit: Add conditional unit-tests
Tests all permutations of X, Y, AND, OR with each possible input value.
* video_core: Fix shader-interpreter conditional-code initialization
Rather than reserving the incoming state of the conditional codes, the
shader-interpreter was setting them both to false. In pretty much all
cases, the initial state of a shaderunit can be zero-initialized
statically. Just running the interpreter shouldn't necessarily reset the
conditional codes though. The JIT loads incoming conditional codes
while the shader-interpreter resets them to false. This makes the
interpreter match the behavior of the shader-jit.
* shader_jit_a64: Fix/optimize conditional evaluation
Fix some of the regressions introduced by the previous optimization.
EOR does not support a constant of `0` in its immediate. In these cases
the COND{0,1} registers can be utilized immediately.
* shader_jit_x64: Fix conditional evaluation extended-bit hazard
The unit test seems to have identified a bug in the x64 jit too. The x64
jit was doing 32-bit comparisons despite the condition flags being 8-bit
values and is sensitive to garbage being in the upper 24 bits of the
register. This is fixed by using the proper 8-bit register types rather
than the 32-bit ones(`eax,`ebx` -> `al`, `bl`).
* shader_jit_x64: Zero-extend conditional-code bytes
`mov` was doing a partial update of bits within the register, allowing
garbage to be introduced in the upper bits of the register.
These conditional tests are a 1:1 translation from the x64 code but do
not have to be. Reference-values are known at emit-time and can be
embedded as an immediate into an `EOR` instruction rather than moved
into a register. The `TST` instruction can be utilized to more optimally
test and update the `EQ`/`NE` status flags.
* shader_jit/tests: Test both the shader interpreter and jit
Uses Catch2's `TEMPLATE_TEST_CASE`-feature to test both the JIT and the
interpreter.
* shader_jit/tests: Use generator-expressions for nested-loop test cases
Tests more permutations of inputs than just the two it had before
* shader/tests: Refactor `shader_jit` tests to just `shader` tests
Since these tests will test both the interpreter and the jit, they are no longer jit-specific tests and are more general shader-tests.
* shaders/tests: Disable Nested-Loop `ShaderInterpreterTest` test
Restoring loop-state on nested loops is bugged on the ShaderInterpreter.
* shader/tests: Fix Nested Loop generator expressions
* Soc and artic_bass: gcc 13+ compatibility fix.
* externals/fmt: update to HEAD fcd3e1e19.
It will fix error.
integer_sequence<bool, (Is == Is)...> [-Werror=tautological-compare]
The updating is helpful and needed.
Fmt has gone through two public versions since its last update
and has fixed many bugs, including new compiler optimizations.
But neither of these two public versions can fix the errors encountered above.
We need to switch to a working version.
It can be fixed after fmt/8e62172.There are still many optimizations,
Such as this one:
Std. h c++23 build fix (# 3856)
And these:
C++23 compatibility: basicstring_view cannot be constructed from nullptr (# 3846)
Fix warning C4702 emitted from format.h (MSVC) (#3866)
Of course, there are other functional improvements as well.
Very helpful.
The selected version is the one that has been checked and works well.
And synchronously updating local code.
* citra_qt/ui: clean up duplicate naming warnings.
* Allow screenshot capture in paused state by unpausing to capture next frame
* Change `QMessageBox::No` to `QMessageBox::Yes`
* Fix formatting
* Fix formatting
* Android: Remember last entered Artic Base server address
* Android: Updated string key for last Artic Base address
`lastArticBaseAddr` --> `last_artic_base_addr`
Co-authored-by: PabloMK7 <hackyglitch2@gmail.com>
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Co-authored-by: PabloMK7 <hackyglitch2@gmail.com>
* renderer_vulkan: Remove vulkan prefix in SetObjectName
* renderer_vulkan: Rename renderpass cache to render manager
* It is no longer just a cache
* renderer_vulkan: Rewrite descriptor management
* Switch to batched vkUpdateDescriptorSets from cached descriptor sets with templates
* vk_master_semaphore: Remove waitable atomic
* These are buggy on some platforms and regular condition_variables are faster most of the time
* vk_texture_runtime.cpp: remove outdated references
* vk_render_manager: Minor cleanups and rename to RenderManager
* It is no longer just a renderpass cache
* Revert variable name change from render_manager back to renderpass_cache
---------
Co-authored-by: GPUCode <geoster3d@gmail.com>
* fix SOC_U::Accept invalid log function
* make logging get checked at compile time
- ensures log strings match the amount and type (if the format specifies an integer, for example) of the arguments
- if at any later point a runtime-generated string is used as the log format, FmtLogMessage might require an overload taking a fmt::runtime_format_string<> as the format argument type, everything else being equal. wrap the generated string with fmt::runtime() before passing to the LOG_X function
* formatting fix: aligning the arguments
* vk_texture_runtime: Use boost-`static_vector` for image init-barriers
Uses `static_vector` rather than `std::array`+`u32` when passing input
parameters into the initialization barriers.
* vk_texture_runtime: Use boost-`static_vector` for framebuffer attachments
* vk_texture_runtime: Use boost-`static_vector` for surface uploads
* yuzu: Use displayed port on direct connect
* Color player counts in the multiplayer public lobby list
- Full lobbies have their player count displayed in red.
- Lobbies with one slot left have their player count displayed in orange.
- Empty lobbies have their player count grayed out.
* Add hotkeys for multiplayer actions
Default shortcuts were chosen as to be intuitive (use the first letter
of the action, or the second word's first letter) and work on all
types of keyboards. The hotkeys can be used while playing a game too,
as they are application-wide.
* Persist filters in multiplayer public lobby list
After connecting to a room, the chosen filter text, "Games I Own",
"Hide Empty Rooms" and "Hide Full Rooms" values are persisted
to configuration so they are preserved across restarts.
This makes it easier to rejoin a room if you regularly play the same
game, or after a crash.
* citra_qt/lobby: Fix multiplayer player count color in dark theme
Co-Authored-By: Kevnkkm <56404895+kevnkkm@users.noreply.github.com>
* Address review comments
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Co-authored-by: Narr the Reg <juangerman-13@hotmail.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Kevnkkm <56404895+kevnkkm@users.noreply.github.com>
This adds support for the Performance and Battery Saver modes in the Game Dashboard mostly found on Google Pixel devices.
This does not yet define the specifics for the performance modes but does provide the initial basic support.
Co-authored-by: Emma <153868115+gaypotatoemma@users.noreply.github.com>
Currently, the RESOLUTION_FACTOR preference is being set with the GRAPHICS_API key and default. Therefore, it will set/retrieve the wrong values
This revision updates the RESOLUTION_FACTOR preference to use the RESOLUTION_FACTOR key and default value. As a result, RESOLUTION_FACTOR and GRAPHICS_API should store and return the correct (separate) values
* dist: Remove duplicated Finnish translation
For some reason, we had Finnish listed twice on Transifex, causing it be shown twice in Citra.
It has already been deleted again from Transifex, now we only need to remove it from the repo as well.
* citra_qt/configure_ui: Show country of language in the combobox
This prevents an issue where we had seperate versions of the same language for different regions and they were not distinguishable (e.g. "Chinese (China)" and "Chinese (Taiwan)").
* geometry_pipeline: Remove unneeded assert
* Has been hw-tested that gs works correctly even when not in exclusive mode
* pica_core: Propagate output_mask to gs
* Has been hw-tested to occur under the same conditions that other uniforms are shared
* regs_shader: Intialize GPUREG_SH_INPUTBUFFER_CONFIG to default value
* Default value verified on hw. Tales of Abyss does not update the number of vertex attributes for the geometry unit and expects it to be 2
* texture_codec: Align buffer sizes to bpp
* Prevents out of bounds texture reads when launching TOA from the HOME menu
* pica_core: Make default value more clear
While I was looking at the NEWS sysmodule, I noticed the params order
for this command were backwards: the info type is the first param,
followed by the buffer size.
This is accurate to my reverse engineered code for the NEWS sysmodule.
Upon further research, I found out the unknown value in FS::Get[This]SaveDataSecureValue indicates that the requesting process is a game card. I have updated the comment for future reference.
* Add random delay to app main thread
* Suggestions
* Remove randomness, only delay with lle
* Apply suggestions
* Fix clang format
* Fix compilation (again)
* Remove unused include
* Implement some missing/wrong AC functionality.
* Schedule NDM connect event into the future
* Disable NDM connect for now as it's causing issues
* Apply latest changes and suggestions.
* Workaround to fake wifi connection.
* Add missing command to ac:i
* Fix compilation
* Fix error codes for CamcelConnectAsync
* Fix missing global state.
* do not move constant variables
* applet_manager: avoid possible use after move
* use constant references where pointed out by msvc
* extra_hid: initialize response
* ValidateSaveState: passing slot separately is not necessary
* common: mark HashCombine as nodiscard
* cityhash: remove use of using namespace std
* Prefix all size_t with std::
done automatically by executing regex replace `([^:0-9a-zA-Z_])size_t([^0-9a-zA-Z_])` -> `$1std::size_t$2`
based on 7d8f115
* shared_memory.cpp: fix log error format
* fix compiling with pch off
* core_timing: Apply random base ticks value on startup.
* core: Maintain consistent base system ticks in TAS movies.
* frontend: Add setting to configure a fixed base system ticks value.
* core: Config plg_ldr after its creation
* Also use service manager to retrieve the service
* thread: Release resource limit in Thread::Stop
* service: Undo plgldr change
* Associate 3ds files with Citra in Info.plist
* qt: Add support for opening files directly on macOS.
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Co-authored-by: shinra-electric <50119606+shinra-electric@users.noreply.github.com>