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This is a very small libary, and as I understand it, it was more or less
developed for Dolphin.
This moves the two relevant files from Externals to Common, changes the
namespace to Common, reformats the code, and adds Dolphin copyright
notices. The change in copyright notice and license was approved by
AdmiralCurtiss.
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MagneticCardReader class.
A huge thank you goes to GXTX and https://github.com/GXTX/YACardEmu which this code is based on.
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Common: Replace Result with std::expected.
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Requires at least GCC 12, Clang 15, MSVC 19.32, or AppleClang 14.0.3.
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Requires at least GCC 11, Clang 13, MSVC 19.30 (VS2022 17.0), or AppleClang 13.1.6 (XCode 13.3).
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VideoCommon: separate the concept of a 'resource' from an 'asset', add Material/Shader loading
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Core: Eliminate FreeLookConfig by putting the "active config" within FreeLookCamera.
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Core/DiscIO: Add a setting to load games into memory.
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IOS: Logitech USB Microphone Basic Support
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Co-authored by: supermilkdude67 <w.f.s.jazzfyre@gmail.com>
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texture(+sampler) resource to show the complexities that warrant the resource manager system
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invalid textures for when a texture isn't provided for a custom asset
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function, add a way to hash the pipeline (using the vertex declaration instead of the native vertex format)
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resource is potentially multiple assets that are chained together but represent one type of data to the rest of the system. An example is a 'material'. A 'material' is a collection of textures, a custom shader, and some metadata that all comes together to form what the concept of the material is. There will be a 'material' resource. For now, start small by introducing the interface and change our texture loading which used assets from the old resource manager, to an actual resource.
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into memory in the background.
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is safe in situations when being immediately destructed.
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Restructuring things in this way brings two immediate benefits:
* Code is deduplicated between Jit64 and JitArm64.
* Materializing an immediate value in a register no longer results in us
forgetting what the immediate value was.
As a more long-term benefit, this lets us also run constant propagation
as part of PPCAnalyst, which could let us do cool stuff in the future
like statically determining whether a conditional branch will be taken.
But I have nothing concrete planned for that right now.
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FreeLookCamera.
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thread safe.
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std::mutex.
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VideoBackends / VideoCommon: add support for specifying include files in shader code
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This is a hassle-free BBA option intended for local play with multiple
Dolphin instances running *in the same system*. After selecting
**Broadband Adapter (IPC)** in the **SP1** slot in the GameCube section
in the settings, games that support LAN play will be able to discover
each other, without requiring third-party software or relatively complex
TAP setups.
The implementation is based on cpp-ipc, a high-performance inter-process
communication library that uses shared memory as transport layer.
Supported platforms are:
- [x] Linux
- [x] Windows
- [ ] macOS (cpp-ipc does not support this platform)
- [ ] FreeBSD (cpp-ipc does not support this platform)
- [ ] Android (cpp-ipc needs some adjustments; while it could work,
launching two Dolphin instances within the same Android system may be
both challenging and impractical)
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shader code
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support multi-pass, and textures are now split out (as well as supporting a way to calculate sampler origin)
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Logic and structures are largely taken from Linux source:
drivers/bluetooth/btusb.c
drivers/bluetooth/btrtl.c
drivers/bluetooth/btrtl.h
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Otherwise we include Windows headers in the entire codebase through CommonFuncs.h
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Separate LibUSB logic into LibUSBBluetoothAdapter class.
Submit transfers on thread with proper timing.
Throttle before ACL input for reduced input latency.
Immediately send IPC replies for outgoing data.
Continuously submit libusb transfers to fill HCI/ACL input queues.
Simplify endpoint handling and state saving.
Other cleanups.
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input textures)
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manager uses a least recently used cache to determine which assets get priority for loading. Additionally, if the system is low on memory, assets will be purged with the less requested assets being the first to go. The loader is multithreaded now and loads assets as quickly as possible as long as memory is available
Co-authored-by: Jordan Woyak <jordan.woyak@gmail.com>
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contain CustomTextureData. Move validation and load logic to individual functions
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without the DirectFilesystemAssetLibrary dependencies, the header will be expanded later
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receive callbacks about filesystem level events for anything under that path
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Based on @noahpistilli (Sketch) PR:
https://github.com/dolphin-emu/dolphin/pull/12567
Fixed the Windows support and the heisenbug caused by uninitialized
members.
Config system integration finalized.
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Credits to @degasus and shuffle2 (godisgovernment):
https://github.com/degasus/dolphin/tree/wiispeak
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InputCommon: Move SDL Device class into its own cpp/h files.
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Core/State: Avoid unnecessarily value-initializing large buffers.
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Some games open two USB interfaces, e.g. /dev/usb/oh0 and /dev/usb/hid.
This was causing us to run two scanning threads at once, using up more
CPU time for scanning than we need to.
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Ranges Algorithms Modernization - Projection
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