early-access version 1752
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af925f1c1f
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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 1751.
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This is the source code for early-access 1752.
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## Legal Notice
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@ -64,11 +64,11 @@ void Swizzle(std::span<u8> output, std::span<const u8> input, u32 bytes_per_pixe
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slice * pitch * height + line * pitch + column * bytes_per_pixel;
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if (const auto offset = (TO_LINEAR ? unswizzled_offset : swizzled_offset);
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offset > input.size()) {
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offset >= input.size()) {
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// TODO(Rodrigo): This is an out of bounds access that should never happen. To
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// avoid crashing the emulator, continue.
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// avoid crashing the emulator, break.
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ASSERT_MSG(false, "offset {} exceeds input size {}!", offset, input.size());
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continue;
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break;
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}
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u8* const dst = &output[TO_LINEAR ? swizzled_offset : unswizzled_offset];
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@ -317,6 +317,43 @@ void Config::ReadValues() {
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sdl2_config->GetInteger("ControlsGeneral", "touch_diameter_x", 15);
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Settings::values.touchscreen.diameter_y =
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sdl2_config->GetInteger("ControlsGeneral", "touch_diameter_y", 15);
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int num_touch_from_button_maps =
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sdl2_config->GetInteger("ControlsGeneral", "touch_from_button_map", 0);
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if (num_touch_from_button_maps > 0) {
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for (int i = 0; i < num_touch_from_button_maps; ++i) {
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Settings::TouchFromButtonMap map;
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map.name = sdl2_config->Get("ControlsGeneral",
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std::string("touch_from_button_maps_") + std::to_string(i) +
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std::string("_name"),
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"default");
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const int num_touch_maps = sdl2_config->GetInteger(
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"ControlsGeneral",
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std::string("touch_from_button_maps_") + std::to_string(i) + std::string("_count"),
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0);
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map.buttons.reserve(num_touch_maps);
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for (int j = 0; j < num_touch_maps; ++j) {
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std::string touch_mapping =
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sdl2_config->Get("ControlsGeneral",
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std::string("touch_from_button_maps_") + std::to_string(i) +
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std::string("_bind_") + std::to_string(j),
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"");
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map.buttons.emplace_back(std::move(touch_mapping));
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}
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Settings::values.touch_from_button_maps.emplace_back(std::move(map));
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}
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} else {
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Settings::values.touch_from_button_maps.emplace_back(
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Settings::TouchFromButtonMap{"default", {}});
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num_touch_from_button_maps = 1;
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}
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Settings::values.use_touch_from_button =
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sdl2_config->GetBoolean("ControlsGeneral", "use_touch_from_button", false);
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Settings::values.touch_from_button_map_index =
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std::clamp(Settings::values.touch_from_button_map_index, 0, num_touch_from_button_maps - 1);
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Settings::values.udp_input_servers =
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sdl2_config->Get("Controls", "udp_input_address", InputCommon::CemuhookUDP::DEFAULT_SRV);
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@ -7,7 +7,7 @@
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namespace DefaultINI {
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const char* sdl2_config_file = R"(
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[Controls]
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[ControlsGeneral]
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# The input devices and parameters for each Switch native input
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# It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
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# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
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@ -86,6 +86,18 @@ motion_device=
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# - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
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touch_device=
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# Whether to enable or disable touch input from button
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# 0 (default): Disabled, 1: Enabled
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use_touch_from_button=
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# for mapping buttons to touch inputs.
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#touch_from_button_map=1
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#touch_from_button_maps_0_name=default
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#touch_from_button_maps_0_count=2
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#touch_from_button_maps_0_bind_0=foo
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#touch_from_button_maps_0_bind_1=bar
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# etc.
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# Most desktop operating systems do not expose a way to poll the motion state of the controllers
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# so as a way around it, cemuhook created a udp client/server protocol to broadcast the data directly
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# from a controller device to the client program. Citra has a client that can connect and read
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@ -32,17 +32,17 @@
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class SDLGLContext : public Core::Frontend::GraphicsContext {
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public:
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explicit SDLGLContext() {
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// create a hidden window to make the shared context against
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window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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explicit SDLGLContext(SDL_Window* window) : window(window) {
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context = SDL_GL_CreateContext(window);
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}
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~SDLGLContext() {
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DoneCurrent();
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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}
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void SwapBuffers() override {
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SDL_GL_SwapWindow(window);
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}
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void MakeCurrent() override {
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@ -114,9 +114,6 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsyste
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exit(1);
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}
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dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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SetWindowIcon();
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if (fullscreen) {
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@ -159,5 +156,5 @@ EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
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}
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std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
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return std::make_unique<SDLGLContext>();
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return std::make_unique<SDLGLContext>(render_window);
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}
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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
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private:
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/// Fake hidden window for the core context
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SDL_Window* dummy_window{};
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/// Whether the GPU and driver supports the OpenGL extension required
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bool SupportsRequiredGLExtensions();
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