8b98dd9be3
Move s_using_custom_client to DiscordPresence.cpp
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Otherwise, files that include the header get warning: ‘Discord::s_using_custom_client’ defined but not used.
2023-02-09 16:23:01 -08:00
b316ce6fdd
Fix warning: implicit capture of ‘this’ via ‘[=]’ is deprecated in C++20
2023-02-09 16:23:01 -08:00
af5013b60f
Suppress -Winvalid-offsetof for PowerPC::PowerPCState
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This code doesn't need to be portable (since the goal is to have a smaller offset for x64 codegen), so if it's not supported there are other problems. Similar code exists in e.g. DSP.cpp.
2023-02-09 16:23:01 -08:00
5283a85205
TextureCacheBase: Remove unused bitset include
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It was used for valid_bind_points, which was removed in 88bd10cd30
(and the declaration was more recently removed in 606c18210d
).
2023-02-09 16:04:48 -08:00
a88e5ef390
Merge pull request #11498 from iwubcode/save_pipeline_config
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VideoCommon: store the configuration used to create the AbstractPipeline
2023-02-09 18:38:49 -05:00
a38e365931
Merge pull request #11547 from JosJuice/fix-gles
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OGL: Fix GLES crashing on initialization
2023-02-09 18:16:48 +01:00
6dfd582de6
OGL: Fix GLES crashing on initialization
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Fixes a regression from PR 11522 ("Kill Renderer").
2023-02-09 18:09:03 +01:00
17d7b75a9b
Merge pull request #11544 from jmallach/spng
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Allow building against system libspng
2023-02-09 14:47:58 +01:00
4b2aa948e6
VideoBackend/OGL: Prefer KHR_subgroup over NV_shader_thread.
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While the NV extension is totally fine, the KHR extension should be able to support more hardware.
For NVIDIA, the hardware either supports both or neither, it just needs a driver from the last two years.
For AMD, the drivers from late 2022-12 seems to bring support for the KHR extension.
For Intel, the KHR is also supported for some years.
2023-02-09 13:27:02 +01:00
d0c6b6c9ed
VideoCommon: store the configuration used to create the AbstractPipeline on the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration
2023-02-09 02:13:53 -06:00
aaad0cd39f
Merge pull request #11539 from phire/improve_workqueuethread
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Various WorkQueueThread improvements
2023-02-09 20:00:04 +13:00
ccf92a3e56
Merge pull request #11522 from phire/KillRendererWithFire
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Kill Renderer (with phire)
2023-02-09 19:59:16 +13:00
5c1b3ac61d
Hook up Presenter's ConfigChanged function
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Fixes issue with post-processing not working
2023-02-09 18:36:20 +13:00
9c1fe59cc9
Insert a more solid abstraction between Qt and Imgui
2023-02-09 18:36:20 +13:00
b2a31103b4
Presenter: Handle blanked frames correctly
2023-02-09 18:36:20 +13:00
83b7b01265
Fix XFB duplicate detection
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Frame duplicate detection was inverted. Huge problem for 60fps games
where it would see all frames as "duplicates" and nothing would ever be
presented.
2023-02-09 18:36:20 +13:00
d3ddd96cee
Make sure m_prev_efb_format is initilized
2023-02-09 18:36:20 +13:00
59a4b026f6
Better documentation for HookableEvent.
2023-02-09 18:36:20 +13:00
8c8bd0e7ac
Rename to HookableEvent. Because naming conflict
2023-02-09 18:36:20 +13:00
60f2b5af7b
Apply suggestions from code review
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Co-authored-by: Mai <mathew1800@gmail.com >
Co-authored-by: BhaaL <bhaalsen@gmail.com >
Co-authored-by: iwubcode <iwubcode@users.noreply.github.com >
2023-02-09 18:36:20 +13:00
e0a1631659
Add comment about "end of frame"
2023-02-09 18:36:20 +13:00
43b6a49012
Apply suggestions from code review
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Co-authored-by: Mai <mathew1800@gmail.com >
2023-02-09 18:36:20 +13:00
05fad53fa0
Update STATE_VERSION
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Co-authored-by: BhaaL <bhaalsen@gmail.com >
2023-02-09 18:36:20 +13:00
e2de281897
Make sure pixel shaders pick up Initial EFB Scale
2023-02-09 18:36:20 +13:00
cf9a6f8477
Lint fixes
2023-02-09 18:36:20 +13:00
f7ad825736
fix fbdev
2023-02-09 18:36:20 +13:00
628af9d564
Fix builds with FFMPEG disabled
2023-02-09 18:36:20 +13:00
4422af1272
Cleanup headers
2023-02-09 18:36:20 +13:00
5803786beb
Move UseVertexDepthRange() out of Renderer
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There wasn't really a good place for it, but this will do
2023-02-09 18:36:20 +13:00
2cfc02a116
Move m_prev_efb_format into FramebufferManager
2023-02-09 18:36:20 +13:00
9b5397abdb
Move WidescreenHeuristic to it's own class
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It's about the only thing left in renderer
2023-02-09 18:36:20 +13:00
31cfe8250d
Lint fixes
2023-02-09 18:36:20 +13:00
11de923dcb
Move xfb tracking and IR scaling out of RenderBase
2023-02-09 18:36:20 +13:00
e009002411
Refactor ClearRegion
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And fix bug where opengl was getting the wrong coordinates
2023-02-09 18:36:20 +13:00
4d164fcb77
Allow building against system libspng
2023-02-06 13:30:46 +01:00
e0b3dd0dcf
Remove Imaginators Skylanders from list
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Add Vicarious Visions variant
2023-02-06 15:16:06 +13:00
ca0b61be91
Merge pull request #11459 from OatmealDome/steam-user-dir
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CommonPaths: Add Steam-specific user directory and clean up
2023-02-05 23:52:41 +01:00
2ff155f742
Optimise cond_var predicate order
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m_items.empty() is by far the most likely reason for a notification.
2023-02-05 17:20:00 +13:00
271ffde71d
Prevent WaitForCompletion shutdown deadlock.
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Adjust shutdown order to prevent potential deadlocks
when one thread calls Shutdown, and another calls WaitForCompletion.
2023-02-05 17:17:16 +13:00
9c012b09b3
Address review feedback
2023-02-05 16:52:53 +13:00
a244cb868b
DSPTool: Fix missing error when redefining labels
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The logging was broken in 958cbf38a4
(DSPTool doesn't use dolphin's logging system, so it just produced nothing; the same thing affected comparing before 693a29f8ce
).
AssemblerError::LabelAlreadyExists (previously ERR_LABEL_EXISTS) simply was never used.
2023-02-04 17:31:06 -08:00
7c4fcc30a3
WorkQueueThread: provide name and function at same time
2023-02-04 15:56:27 +13:00
6594532f10
WorkQueueThread: rework Cancel/Shutdown workflow
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- Cancel doesn't shut down anymore.
Allowing it to be used multiple times thoughout the life of
the WorkQueue
- Remove Clear, so we only have Cancel semantics
- Add IsCancelling so work items can abort early if cancelling
- Replace m_cancelled and m_thread.joinable() guars with m_shutdown.
- Rename Flush to WaitForCompletion (As it's ambiguous if a function
called flush should be blocking or not)
- Add documentation
2023-02-04 14:58:12 +13:00
acdb0c5be1
WorkQueueThread: Implement thread name
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Otherwise we will end up with a dozen threads named "WorkQueueThread"
2023-02-04 14:58:12 +13:00
94a0c50bf8
WorkQueueThread: Rework without Flags/Events
2023-02-04 14:31:16 +13:00
9affbfe683
WorkQueueThread: Implement proper Flush
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and rename the existing Flush to FlushOne.
2023-02-04 14:31:16 +13:00
9badcc6eb8
WorkQueueThread: Add Push
2023-02-04 14:31:16 +13:00
512273a507
WorkQueueThread: Add flush capability
2023-02-04 14:31:16 +13:00
4a97dc7c81
Let VI Skip work if variance > fallback
2023-02-02 20:59:17 -05:00
87d5d39dfe
Set VI Skip Activation to Half The Audio Buffer
2023-02-02 20:55:13 -05:00