early-access version 3949

This commit is contained in:
pineappleEA
2023-10-26 01:19:00 +02:00
parent e1e4fc0bdc
commit c50160452e
16 changed files with 11045 additions and 91 deletions

View File

@@ -120,6 +120,8 @@ add_library(common STATIC
socket_types.h
spin_lock.cpp
spin_lock.h
stb.cpp
stb.h
steady_clock.cpp
steady_clock.h
stream.cpp
@@ -208,6 +210,8 @@ if (MSVC)
/we4254 # 'operator': conversion from 'type1:field_bits' to 'type2:field_bits', possible loss of data
/we4800 # Implicit conversion from 'type' to bool. Possible information loss
)
else()
set_source_files_properties(stb.cpp PROPERTIES COMPILE_OPTIONS "-Wno-implicit-fallthrough;-Wno-missing-declarations;-Wno-missing-field-initializers")
endif()
if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
@@ -223,7 +227,7 @@ endif()
create_target_directory_groups(common)
target_link_libraries(common PUBLIC Boost::context Boost::headers fmt::fmt microprofile Threads::Threads)
target_link_libraries(common PUBLIC Boost::context Boost::headers fmt::fmt microprofile stb::headers Threads::Threads)
target_link_libraries(common PRIVATE lz4::lz4 zstd::zstd LLVM::Demangle)
if (ANDROID)

8
src/common/stb.cpp Executable file
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@@ -0,0 +1,8 @@
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_RESIZE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "common/stb.h"

8
src/common/stb.h Executable file
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@@ -0,0 +1,8 @@
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <stb_image.h>
#include <stb_image_resize.h>
#include <stb_image_write.h>

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@@ -2,13 +2,11 @@
// SPDX-License-Identifier: GPL-2.0-or-later
#include <sstream>
#include <stb_image.h>
#include <stb_image_resize.h>
#include <stb_image_write.h>
#include "common/fs/file.h"
#include "common/fs/path_util.h"
#include "common/logging/log.h"
#include "common/stb.h"
#include "core/core.h"
#include "core/hle/service/caps/caps_manager.h"
#include "core/hle/service/caps/caps_result.h"
@@ -409,6 +407,12 @@ Result AlbumManager::LoadImage(std::span<u8> out_image, const std::filesystem::p
return ResultSuccess;
}
static void PNGToMemory(void* context, void* png, int len) {
std::vector<u8>* png_image = static_cast<std::vector<u8>*>(context);
png_image->reserve(len);
std::memcpy(png_image->data(), png, len);
}
Result AlbumManager::SaveImage(ApplicationAlbumEntry& out_entry, std::span<const u8> image,
u64 title_id, const AlbumFileDateTime& date) const {
const auto screenshot_path =
@@ -422,16 +426,12 @@ Result AlbumManager::SaveImage(ApplicationAlbumEntry& out_entry, std::span<const
const Common::FS::IOFile db_file{file_path, Common::FS::FileAccessMode::Write,
Common::FS::FileType::BinaryFile};
s32 len;
const u8* png = stbi_write_png_to_mem(image.data(), 0, 1280, 720, STBI_rgb_alpha, &len);
if (!png) {
std::vector<u8> png_image;
if (!stbi_write_png_to_func(PNGToMemory, &png_image, 1280, 720, STBI_rgb_alpha, image.data(),
0)) {
return ResultFileCountLimit;
}
std::vector<u8> png_image(len);
std::memcpy(png_image.data(), png, len);
if (db_file.Write(png_image) != png_image.size()) {
return ResultFileCountLimit;
}

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@@ -380,7 +380,6 @@ void GameList::UnloadController() {
GameList::~GameList() {
UnloadController();
emit ShouldCancelWorker();
}
void GameList::SetFilterFocus() {
@@ -397,6 +396,10 @@ void GameList::ClearFilter() {
search_field->clear();
}
void GameList::WorkerEvent() {
current_worker->ProcessEvents(this);
}
void GameList::AddDirEntry(GameListDir* entry_items) {
item_model->invisibleRootItem()->appendRow(entry_items);
tree_view->setExpanded(
@@ -826,28 +829,21 @@ void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
tree_view->setColumnHidden(COLUMN_SIZE, !UISettings::values.show_size);
tree_view->setColumnHidden(COLUMN_PLAY_TIME, !UISettings::values.show_play_time);
// Before deleting rows, cancel the worker so that it is not using them
emit ShouldCancelWorker();
// Cancel any existing worker.
current_worker.reset();
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
search_field->clear();
GameListWorker* worker =
new GameListWorker(vfs, provider, game_dirs, compatibility_list, play_time_manager, system);
current_worker = std::make_unique<GameListWorker>(vfs, provider, game_dirs, compatibility_list,
play_time_manager, system);
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
connect(worker, &GameListWorker::DirEntryReady, this, &GameList::AddDirEntry,
// Get events from the worker as data becomes available
connect(current_worker.get(), &GameListWorker::DataAvailable, this, &GameList::WorkerEvent,
Qt::QueuedConnection);
connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
Qt::QueuedConnection);
// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to
// cancel without delay.
connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
Qt::DirectConnection);
QThreadPool::globalInstance()->start(worker);
current_worker = std::move(worker);
QThreadPool::globalInstance()->start(current_worker.get());
}
void GameList::SaveInterfaceLayout() {

View File

@@ -109,7 +109,6 @@ signals:
void BootGame(const QString& game_path, u64 program_id, std::size_t program_index,
StartGameType type, AmLaunchType launch_type);
void GameChosen(const QString& game_path, const u64 title_id = 0);
void ShouldCancelWorker();
void OpenFolderRequested(u64 program_id, GameListOpenTarget target,
const std::string& game_path);
void OpenTransferableShaderCacheRequested(u64 program_id);
@@ -138,11 +137,16 @@ private slots:
void OnUpdateThemedIcons();
private:
friend class GameListWorker;
void WorkerEvent();
void AddDirEntry(GameListDir* entry_items);
void AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent);
void ValidateEntry(const QModelIndex& item);
void DonePopulating(const QStringList& watch_list);
private:
void ValidateEntry(const QModelIndex& item);
void RefreshGameDirectory();
void ToggleFavorite(u64 program_id);
@@ -165,7 +169,7 @@ private:
QVBoxLayout* layout = nullptr;
QTreeView* tree_view = nullptr;
QStandardItemModel* item_model = nullptr;
GameListWorker* current_worker = nullptr;
std::unique_ptr<GameListWorker> current_worker;
QFileSystemWatcher* watcher = nullptr;
ControllerNavigation* controller_navigation = nullptr;
CompatibilityList compatibility_list;

View File

@@ -233,10 +233,53 @@ GameListWorker::GameListWorker(FileSys::VirtualFilesystem vfs_,
const PlayTime::PlayTimeManager& play_time_manager_,
Core::System& system_)
: vfs{std::move(vfs_)}, provider{provider_}, game_dirs{game_dirs_},
compatibility_list{compatibility_list_},
play_time_manager{play_time_manager_}, system{system_} {}
compatibility_list{compatibility_list_}, play_time_manager{play_time_manager_}, system{
system_} {
// We want the game list to manage our lifetime.
setAutoDelete(false);
}
GameListWorker::~GameListWorker() = default;
GameListWorker::~GameListWorker() {
this->disconnect();
stop_requested.store(true);
processing_completed.Wait();
}
void GameListWorker::ProcessEvents(GameList* game_list) {
while (true) {
std::function<void(GameList*)> func;
{
// Lock queue to protect concurrent modification.
std::scoped_lock lk(lock);
// If we can't pop a function, return.
if (queued_events.empty()) {
return;
}
// Pop a function.
func = std::move(queued_events.back());
queued_events.pop_back();
}
// Run the function.
func(game_list);
}
}
template <typename F>
void GameListWorker::RecordEvent(F&& func) {
{
// Lock queue to protect concurrent modification.
std::scoped_lock lk(lock);
// Add the function into the front of the queue.
queued_events.emplace_front(std::move(func));
}
// Data now available.
emit DataAvailable();
}
void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
using namespace FileSys;
@@ -284,9 +327,9 @@ void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
GetMetadataFromControlNCA(patch, *control, icon, name);
}
emit EntryReady(MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader,
program_id, compatibility_list, play_time_manager, patch),
parent_dir);
auto entry = MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader,
program_id, compatibility_list, play_time_manager, patch);
RecordEvent([=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
}
}
@@ -360,11 +403,12 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
const FileSys::PatchManager patch{id, system.GetFileSystemController(),
system.GetContentProvider()};
emit EntryReady(MakeGameListEntry(physical_name, name,
Common::FS::GetSize(physical_name), icon,
*loader, id, compatibility_list,
play_time_manager, patch),
parent_dir);
auto entry = MakeGameListEntry(
physical_name, name, Common::FS::GetSize(physical_name), icon, *loader,
id, compatibility_list, play_time_manager, patch);
RecordEvent(
[=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
}
} else {
std::vector<u8> icon;
@@ -376,11 +420,12 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
const FileSys::PatchManager patch{program_id, system.GetFileSystemController(),
system.GetContentProvider()};
emit EntryReady(MakeGameListEntry(physical_name, name,
Common::FS::GetSize(physical_name), icon,
*loader, program_id, compatibility_list,
play_time_manager, patch),
parent_dir);
auto entry = MakeGameListEntry(
physical_name, name, Common::FS::GetSize(physical_name), icon, *loader,
program_id, compatibility_list, play_time_manager, patch);
RecordEvent(
[=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
}
}
} else if (is_dir) {
@@ -399,25 +444,34 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
}
void GameListWorker::run() {
watch_list.clear();
provider->ClearAllEntries();
const auto DirEntryReady = [&](GameListDir* game_list_dir) {
RecordEvent([=](GameList* game_list) { game_list->AddDirEntry(game_list_dir); });
};
for (UISettings::GameDir& game_dir : game_dirs) {
if (stop_requested) {
break;
}
if (game_dir.path == QStringLiteral("SDMC")) {
auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SdmcDir);
emit DirEntryReady(game_list_dir);
DirEntryReady(game_list_dir);
AddTitlesToGameList(game_list_dir);
} else if (game_dir.path == QStringLiteral("UserNAND")) {
auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::UserNandDir);
emit DirEntryReady(game_list_dir);
DirEntryReady(game_list_dir);
AddTitlesToGameList(game_list_dir);
} else if (game_dir.path == QStringLiteral("SysNAND")) {
auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SysNandDir);
emit DirEntryReady(game_list_dir);
DirEntryReady(game_list_dir);
AddTitlesToGameList(game_list_dir);
} else {
watch_list.append(game_dir.path);
auto* const game_list_dir = new GameListDir(game_dir);
emit DirEntryReady(game_list_dir);
DirEntryReady(game_list_dir);
ScanFileSystem(ScanTarget::FillManualContentProvider, game_dir.path.toStdString(),
game_dir.deep_scan, game_list_dir);
ScanFileSystem(ScanTarget::PopulateGameList, game_dir.path.toStdString(),
@@ -425,12 +479,6 @@ void GameListWorker::run() {
}
}
emit Finished(watch_list);
RecordEvent([=](GameList* game_list) { game_list->DonePopulating(watch_list); });
processing_completed.Set();
}
void GameListWorker::Cancel() {
this->disconnect();
stop_requested.store(true);
processing_completed.Wait();
}

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@@ -4,6 +4,7 @@
#pragma once
#include <atomic>
#include <deque>
#include <memory>
#include <string>
@@ -20,6 +21,7 @@ namespace Core {
class System;
}
class GameList;
class QStandardItem;
namespace FileSys {
@@ -46,24 +48,22 @@ public:
/// Starts the processing of directory tree information.
void run() override;
/// Tells the worker that it should no longer continue processing. Thread-safe.
void Cancel();
public:
/**
* Synchronously processes any events queued by the worker.
*
* AddDirEntry is called on the game list for every discovered directory.
* AddEntry is called on the game list for every discovered program.
* DonePopulating is called on the game list when processing completes.
*/
void ProcessEvents(GameList* game_list);
signals:
/**
* The `EntryReady` signal is emitted once an entry has been prepared and is ready
* to be added to the game list.
* @param entry_items a list with `QStandardItem`s that make up the columns of the new
* entry.
*/
void DirEntryReady(GameListDir* entry_items);
void EntryReady(QList<QStandardItem*> entry_items, GameListDir* parent_dir);
void DataAvailable();
/**
* After the worker has traversed the game directory looking for entries, this signal is
* emitted with a list of folders that should be watched for changes as well.
*/
void Finished(QStringList watch_list);
private:
template <typename F>
void RecordEvent(F&& func);
private:
void AddTitlesToGameList(GameListDir* parent_dir);
@@ -84,8 +84,11 @@ private:
QStringList watch_list;
Common::Event processing_completed;
std::mutex lock;
std::condition_variable cv;
std::deque<std::function<void(GameList*)>> queued_events;
std::atomic_bool stop_requested = false;
Common::Event processing_completed;
Core::System& system;
};