Merge branch 'master' into fullscreen-enum
This commit is contained in:
commit
09d6cc9943
453 changed files with 49820 additions and 27394 deletions
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@ -444,6 +444,8 @@ void Config::ReadValues() {
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// Renderer
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ReadSetting("Renderer", Settings::values.renderer_backend);
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ReadSetting("Renderer", Settings::values.renderer_debug);
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ReadSetting("Renderer", Settings::values.enable_nsight_aftermath);
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ReadSetting("Renderer", Settings::values.disable_shader_loop_safety_checks);
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ReadSetting("Renderer", Settings::values.vulkan_device);
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ReadSetting("Renderer", Settings::values.fullscreen_mode);
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@ -456,7 +458,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);
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ReadSetting("Renderer", Settings::values.use_vsync);
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ReadSetting("Renderer", Settings::values.disable_fps_limit);
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ReadSetting("Renderer", Settings::values.use_assembly_shaders);
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ReadSetting("Renderer", Settings::values.shader_backend);
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ReadSetting("Renderer", Settings::values.use_asynchronous_shaders);
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ReadSetting("Renderer", Settings::values.use_nvdec_emulation);
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ReadSetting("Renderer", Settings::values.accelerate_astc);
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@ -221,6 +221,14 @@ backend =
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# 0 (default): Disabled, 1: Enabled
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debug =
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# Enable Nsight Aftermath crash dumps
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# 0 (default): Disabled, 1: Enabled
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nsight_aftermath =
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# Disable shader loop safety checks, executing the shader without loop logic changes
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# 0 (default): Disabled, 1: Enabled
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disable_shader_loop_safety_checks =
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# Which Vulkan physical device to use (defaults to 0)
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vulkan_device =
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@ -240,9 +248,10 @@ max_anisotropy =
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# 0 (default): Off, 1: On
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use_vsync =
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# Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required.
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# 0: Off, 1 (default): On
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use_assembly_shaders =
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# Selects the OpenGL shader backend. NV_gpu_program5 is required for GLASM. If NV_gpu_program5 is
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# not available and GLASM is selected, GLSL will be used.
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# 0: GLSL, 1 (default): GLASM, 2: SPIR-V
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shader_backend =
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# Whether to allow asynchronous shader building.
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# 0 (default): Off, 1: On
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@ -218,9 +218,11 @@ int main(int argc, char** argv) {
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// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
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system.GPU().Start();
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system.Renderer().ReadRasterizer()->LoadDiskResources(
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system.CurrentProcess()->GetTitleID(), std::stop_token{},
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[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
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if (Settings::values.use_disk_shader_cache.GetValue()) {
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system.Renderer().ReadRasterizer()->LoadDiskResources(
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system.CurrentProcess()->GetTitleID(), std::stop_token{},
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[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
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}
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void(system.Run());
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while (emu_window->IsOpen()) {
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