See https://bugs.dolphin-emu.org/issues/13232; this was introduced in 7dde0c3c31. Apparently, providing a parent for a widget that is not visible makes your new widget visible when the parent is later made visible, in addition to managing the deletion of the widget; the documentation does not specify this (only that if the parent is visible you need to explicitly show it).
The m_checkbox_lock_mouse QCheckBox was only conditionally being added
to the layout, leaving it unmanaged and leaking
Setting the parent will allow it to be managed.
The m_verbosity_debug button was only conditionally being added as
widget, this was done in order to hide the object, but this left it
unmanaged.
Unconditionally adding it to the layout and controlling it's visibility
will resolve these issues
Added AchievementManager class. Upon startup (currently only in DolphinQt), logs into RetroAchievements with the login credentials stored in achievements.ini.
Co-authored-by: AdmiralCurtiss <AdmiralCurtiss@users.noreply.github.com>
The QByteArray returned by QString::toUtf8() was being freed so the char
pointer was pointing to freed memory.
Found via ASan, didn't notice any issues during normal runtime.
This was triggered after hitting a key combo with alt (ex. toggle
fullscreen) probably happens with others
Adds the rcheevos library from RetroAchievements to the Dolphin Externals as a submodule. Change was verified to import correctly and build both via Visual Studio and via cmake ninja.
Also works around a bug where CMake's ninja generator doesn't properly handle ||'s on POST_BUILD commands, making the || apply to the whole build like `<link> && custom0 || custom1`
Will manually controlling both an accelerometer and a gyroscope at the
same time be reasonable to do? No idea. Was this easy to implement
thanks to the input override system? Yes.
Fixes https://bugs.dolphin-emu.org/issues/12443.
This gets rid of a blocking operation, improving performance and fixing
https://bugs.dolphin-emu.org/issues/12893.
This also makes us no longer directly access the state of certain UI
elements from the CPU thread, which probably wasn't thread-safe but
doesn't seem to have caused any observable issues so far.
This resulted in the labels being solid black even when audio stretching is disabled the first time the settings are opened, but then properly being greyed out after changing a setting (even the audio backend or DSP emulation engine, not just whether audio stretching is enabled).
Before these changes you could tell Dolphin to convert a game file into the same format it is already in, leading to the FileDialog using the input path as the default destination path
An unsuspecting user could then click Save and Dolphin would try to convert the input file by writing the destination file on top of it... leading to an I/O error and the input file being entirely removed
This avoids a pseudo infinite loop where CodeWidget::UpdateCallstack
would lock the CPU in order to read the call stack, causing the CPU to
call Host_UpdateDisasmDialog because it's transitioning from running to
pausing, causing Host::UpdateDisasmDialog to be emitted, causing
CodeWidget::Update to be called, once again causing
CodeWidget::UpdateCallstack to be called, repeating the cycle.
Dolphin didn't go completely unresponsive during this, because
Host_UpdateDisasmDialog schedules the emitting of Host::UpdateDisasmDialog
to happen on another thread without blocking, but it was stopping certain
operations like exiting emulation from working.
This fixes a problem I was having where using frame advance with the
debugger open would frequently cause panic alerts about invalid addresses
due to the CPU thread changing MSR.DR while the host thread was trying
to access memory.
To aid in tracking down all the places where we weren't properly locking
the CPU, I've created a new type (in Core.h) that you have to pass as a
reference or pointer to functions that require running as the CPU thread.
- Cancel doesn't shut down anymore.
Allowing it to be used multiple times thoughout the life of
the WorkQueue
- Remove Clear, so we only have Cancel semantics
- Add IsCancelling so work items can abort early if cancelling
- Replace m_cancelled and m_thread.joinable() guars with m_shutdown.
- Rename Flush to WaitForCompletion (As it's ambiguous if a function
called flush should be blocking or not)
- Add documentation
CMakeSettings.json is a Visual Studio only extention to cmake that isn't
supported anywhere else. Not even Visual Studio Code.
So we set CMAKE_PREFIX_PATH inside DolphinQt's CMakeLists.txt instead.
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.
Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.
This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.
(Will not build, this commit only contains changes outside VideoBackends)