Commit graph

161 commits

Author SHA1 Message Date
bunnei
c0d3aef28c core: hle: kernel: Rename Thread to KThread. 2021-01-28 21:42:25 -08:00
bunnei
994a9fec4e hle: service: vi: Refactor to grab buffer only once. 2020-12-28 21:33:34 -08:00
bunnei
6433b1dfd6 service: nvflinger: Improve synchronization for BufferQueue.
- Use proper mechanisms for blocking on DequeueBuffer.
- Ensure service thread terminates on emulation Shutdown.
2020-12-28 21:33:34 -08:00
bunnei
19a8f03ad5 hle: service: nvflinger: Refactor locking and interfaces. 2020-12-28 16:33:47 -08:00
bunnei
b377da042b hle: service: vi: Remove usage of SleepClientThread. 2020-12-28 16:33:47 -08:00
ameerj
8cb683f3b9 Overwrite slots instead of queuing them, add disconnect signal
Fix for Katana Zero and Yoshi's Crafted World
2020-12-17 14:22:46 -05:00
Lioncash
6b7320add4 core: Remove unnecessary enum casts in log calls
Follows the video core PR. fmt doesn't require casts for enum classes
anymore, so we can remove quite a few casts.
2020-12-07 23:02:23 -05:00
comex
3373149fdc hle: Type check ResponseBuilder::Push arguments, and fix use in vi.cpp
- 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`.
2020-12-06 18:59:22 -05:00
Lioncash
1a954b2a59 service: Eliminate usages of the global system instance
Completely removes all usages of the global system instance within the
services code by passing in the using system instance to the services.
2020-11-26 20:03:11 -05:00
bunnei
7791cc8c2e
hle: services: Fix a crash with improper NVFlinger lifetime management. (#4977)
* hle: services: Fix a crash with improper NVFlinger lifetime management.

- This crash would happen when attempting to shutdown yuzu early on in boot.
2020-11-24 14:31:58 -08:00
Morph
8f2959f680 settings: Preparation for per-game input settings 2020-11-15 23:33:20 -05:00
bunnei
1f186f34a2 hle: service: vi: Implement BufferQueue::CancelBuffer.
- This is used by Super Mario 3D All-Stars.
2020-10-13 22:11:52 -07:00
Lioncash
39c8d18feb core/CMakeLists: Make some warnings errors
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.
2020-10-13 13:16:49 -04:00
bunnei
ba9ed7b1fe
Merge pull request #4401 from ogniK5377/GetIndirectLayerImageRequiredMemoryInfo
vi: IApplicationDisplayService:GetIndirectLayerImageRequiredMemoryInfo
2020-08-04 18:45:11 -04:00
Lioncash
b249e4e0ce yuzu: Resolve C++20 deprecation warnings related to lambda captures
C++20 deprecates capturing the this pointer via the '=' capture.
Instead, we replace it or extend the capture specification.
2020-08-03 11:54:04 -04:00
Lioncash
5dab23e017 nvflinger: Use return value of Lock()
comex reported in #4424 that we were incorrectly discarding the return
value of Lock() which is correct.
2020-07-25 19:04:53 -04:00
David Marcec
8abb31a19d vi: IApplicationDisplayService:GetIndirectLayerImageRequiredMemoryInfo
Needed for dark souls and monster hunter
2020-07-21 23:06:18 +10:00
bunnei
a0ee597b19
Merge pull request #4203 from VolcaEM/services
service: Update function tables
2020-07-11 00:02:36 -04:00
lat9nq
63d23835ef
configuration: implement per-game configurations (#4098)
* 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>
2020-07-09 22:42:09 -04:00
VolcaEM
6a0010d0c6
service: Update function tables 2020-06-29 04:01:34 +02:00
Fernando Sahmkow
cc3aa95926 NVFlinger: Lock race condition between CPU, Host Timing, VSync. 2020-06-27 11:35:18 -04:00
David Marcec
b4dbf1b9c7 Don't fail silently for vi, sm, set and ns services 2020-04-29 11:15:21 +10:00
David Marcec
03a6f3b0f4 vi: Don't let uninitialized data pass as a response for SetBufferCount
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
2020-04-24 17:24:58 +10:00
Lioncash
1c340c6efa CMakeLists: Specify -Wextra on linux builds
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.
2020-04-15 21:33:46 -04:00
ReinUsesLisp
8c0ba9c6fe service/vi: Partially implement BufferQueue disconnect 2020-04-10 01:00:50 -03:00
bunnei
64c5631579 service: vi: Implement CloseLayer.
- Needed for Undertale.
2020-01-04 00:45:06 -05:00
bunnei
50c7539108
Merge pull request #3094 from lioncash/tables
service: Update function tables
2019-11-24 20:30:58 -05:00
bunnei
9046d4a548
kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects. (#3154)
* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects.

- See https://github.com/citra-emu/citra/pull/4710 for details.
2019-11-24 20:15:51 -05:00
Lioncash
e21b6ff79d service: Update function tables
Keeps the function tables up to date.

Updated based off information from Switchbrew.
2019-11-12 10:32:56 -05:00
Lioncash
f11b87ebf1 service: Resolve sign conversion errors
These are fairly trivial to resolve and most of the changes entail
using RESULT_UNKNOWN over ResultCode(-1).
2019-11-12 07:55:39 -05:00
bunnei
c1a3d19897
Merge pull request #3062 from bunnei/event-improve
kernel: Improve events
2019-11-06 10:05:50 -05:00
bunnei
1bdae0fe29 common_func: Use std::array for INSERT_PADDING_* macros.
- Zero initialization here is useful for determinism.
2019-11-03 22:22:41 -05:00
bunnei
b0ab803ce8 kernel: events: Remove ResetType::Automatic.
- 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
2019-11-03 04:22:45 -05:00
David Marcec
4d220964df Deglobalize System: Vi 2019-09-22 16:38:03 +10:00
Fernando Sahmkow
f3a39e0c9c NVServices: Address Feedback 2019-07-05 15:49:33 -04:00
Fernando Sahmkow
737e978f5b nv_services: Correct buffer queue fencing and GPFifo fencing 2019-07-05 15:49:10 -04:00
Fernando Sahmkow
ceb5f5079c nvflinger: Implement swap intervals 2019-07-05 15:49:08 -04:00
bunnei
d4f8fe24d9
Merge pull request #2489 from FearlessTobi/port-4716
Port citra-emu/citra#4716: "HLE/IPC: HLEContext can memorize the client thread and use it for SleepClientThread"
2019-05-24 18:23:15 -04:00
Lioncash
a47aaa7f1b core/kernel/object: Rename ResetType enum members
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.
2019-05-18 15:52:51 -04:00
Weiyi Wang
8d6342384b HLE/IPC: HLEContext can memorize the client thread and use it for SleepClientThread
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)
2019-05-18 19:53:39 +02:00
bunnei
e86b26cd2b
Merge pull request #2334 from lioncash/override
core: Add missing override specifiers where applicable
2019-04-05 23:39:52 -04:00
Lioncash
7f506be2ee hle/service: Resolve unused variable warnings
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.
2019-04-04 13:18:09 -04:00
Lioncash
5b0a9f8ba8 core: Add missing override specifiers where applicable
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.
2019-04-04 12:19:44 -04:00
bunnei
e8a21f5276
Merge pull request #2166 from lioncash/vi-init-service
service/vi: Unstub GetDisplayService
2019-03-13 10:01:54 -04:00
Lioncash
b9238edd0d common/math_util: Move contents into the Common namespace
These types are within the common library, so they should be within the
Common namespace.
2019-02-27 03:38:39 -05:00
Lioncash
92ea1c32d6 service/vi: Unstub GetDisplayService
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).
2019-02-26 20:16:23 -05:00
Lioncash
1b2872eebc service/vi: Remove use of a module class
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.
2019-02-26 17:44:03 -05:00
Lioncash
be7dad5e7e service/vi: Update IManagerDisplayService's function table
Amends it to add the 7.0.0+ CreateStrayLayer function.
2019-02-25 08:09:00 -05:00
Lioncash
90528f1326 service/nvflinger: Store BufferQueue instances as regular data members
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.
2019-02-21 22:09:46 -05:00
Lioncash
fd15730767 service/vi/vi_layer: Convert Layer struct into a class
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.
2019-02-21 12:13:09 -05:00