early-access version 3158
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@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 3157.
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This is the source code for early-access 3158.
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## Legal Notice
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@ -266,19 +266,18 @@ void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::siz
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}
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void SinkStream::Stall() {
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if (stalled) {
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if (IsStalled()) {
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return;
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}
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stalled = true;
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system.StallProcesses();
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stalled_lock = system.StallProcesses();
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}
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void SinkStream::Unstall() {
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if (!stalled) {
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if (!IsStalled()) {
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return;
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}
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system.UnstallProcesses();
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stalled = false;
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stalled_lock.unlock();
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}
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} // namespace AudioCore::Sink
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@ -6,6 +6,7 @@
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#include <array>
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#include <atomic>
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#include <memory>
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#include <mutex>
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#include <span>
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#include <vector>
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@ -209,6 +210,11 @@ public:
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*/
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void Unstall();
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private:
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[[nodiscard]] bool IsStalled() const {
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return stalled_lock.owns_lock();
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}
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protected:
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/// Core system
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Core::System& system;
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@ -241,7 +247,7 @@ private:
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/// Set via IAudioDevice service calls
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f32 device_volume{1.0f};
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/// True if coretiming has been stalled
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bool stalled{false};
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std::unique_lock<std::mutex> stalled_lock;
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};
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using SinkStreamPtr = std::unique_ptr<SinkStream>;
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@ -443,7 +443,7 @@ struct Values {
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SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
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SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
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SwitchableSetting<bool> use_vsync{true, "use_vsync"};
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SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLASM, ShaderBackend::GLSL,
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SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL,
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ShaderBackend::SPIRV, "shader_backend"};
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SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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SwitchableSetting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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@ -189,7 +189,7 @@ struct System::Impl {
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kernel.Suspend(false);
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core_timing.SyncPause(false);
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is_paused = false;
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is_paused.store(false, std::memory_order_relaxed);
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return status;
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}
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@ -200,14 +200,13 @@ struct System::Impl {
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core_timing.SyncPause(true);
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kernel.Suspend(true);
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is_paused = true;
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is_paused.store(true, std::memory_order_relaxed);
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return status;
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}
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bool IsPaused() const {
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std::unique_lock lk(suspend_guard);
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return is_paused;
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return is_paused.load(std::memory_order_relaxed);
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}
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std::unique_lock<std::mutex> StallProcesses() {
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@ -218,7 +217,7 @@ struct System::Impl {
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}
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void UnstallProcesses() {
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if (!is_paused) {
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if (!IsPaused()) {
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core_timing.SyncPause(false);
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kernel.Suspend(false);
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}
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@ -465,7 +464,7 @@ struct System::Impl {
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}
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mutable std::mutex suspend_guard;
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bool is_paused{};
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std::atomic_bool is_paused{};
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std::atomic<bool> is_shutting_down{};
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Timing::CoreTiming core_timing;
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@ -145,6 +145,7 @@ void EmulatedDevices::UnloadInput() {
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for (auto& button : keyboard_modifier_devices) {
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button.reset();
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}
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ring_analog_device.reset();
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}
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void EmulatedDevices::EnableConfiguration() {
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@ -138,6 +138,16 @@ struct InputSubsystem::Impl {
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Common::Input::UnregisterFactory<Common::Input::OutputDevice>(tas_input->GetEngineName());
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tas_input.reset();
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Common::Input::UnregisterFactory<Common::Input::InputDevice>(camera->GetEngineName());
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Common::Input::UnregisterFactory<Common::Input::OutputDevice>(camera->GetEngineName());
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camera.reset();
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Common::Input::UnregisterFactory<Common::Input::InputDevice>(
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virtual_amiibo->GetEngineName());
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Common::Input::UnregisterFactory<Common::Input::OutputDevice>(
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virtual_amiibo->GetEngineName());
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virtual_amiibo.reset();
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#ifdef HAVE_SDL2
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Common::Input::UnregisterFactory<Common::Input::InputDevice>(sdl->GetEngineName());
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Common::Input::UnregisterFactory<Common::Input::OutputDevice>(sdl->GetEngineName());
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@ -7,6 +7,7 @@
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#include "common/scm_rev.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/hid/hid_core.h"
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#include "core/perf_stats.h"
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#include "input_common/drivers/keyboard.h"
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#include "input_common/drivers/mouse.h"
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@ -26,6 +27,7 @@ EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Co
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}
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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system.HIDCore().UnloadInputDevices();
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input_subsystem->Shutdown();
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SDL_Quit();
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}
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