A multi-sample render-pass will simply append additional attachments to
the end of the attachment list to use as primary color+depth attachments
and will resolve back into the original non-msaa attachments.
Framebuffers must be sure to structure their attachments the same way.
* fix SOC_U::Accept invalid log function
* make logging get checked at compile time
- ensures log strings match the amount and type (if the format specifies an integer, for example) of the arguments
- if at any later point a runtime-generated string is used as the log format, FmtLogMessage might require an overload taking a fmt::runtime_format_string<> as the format argument type, everything else being equal. wrap the generated string with fmt::runtime() before passing to the LOG_X function
* formatting fix: aligning the arguments
* vk_texture_runtime: Use boost-`static_vector` for image init-barriers
Uses `static_vector` rather than `std::array`+`u32` when passing input
parameters into the initialization barriers.
* vk_texture_runtime: Use boost-`static_vector` for framebuffer attachments
* vk_texture_runtime: Use boost-`static_vector` for surface uploads
* yuzu: Use displayed port on direct connect
* Color player counts in the multiplayer public lobby list
- Full lobbies have their player count displayed in red.
- Lobbies with one slot left have their player count displayed in orange.
- Empty lobbies have their player count grayed out.
* Add hotkeys for multiplayer actions
Default shortcuts were chosen as to be intuitive (use the first letter
of the action, or the second word's first letter) and work on all
types of keyboards. The hotkeys can be used while playing a game too,
as they are application-wide.
* Persist filters in multiplayer public lobby list
After connecting to a room, the chosen filter text, "Games I Own",
"Hide Empty Rooms" and "Hide Full Rooms" values are persisted
to configuration so they are preserved across restarts.
This makes it easier to rejoin a room if you regularly play the same
game, or after a crash.
* citra_qt/lobby: Fix multiplayer player count color in dark theme
Co-Authored-By: Kevnkkm <56404895+kevnkkm@users.noreply.github.com>
* Address review comments
---------
Co-authored-by: Narr the Reg <juangerman-13@hotmail.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Kevnkkm <56404895+kevnkkm@users.noreply.github.com>
This adds support for the Performance and Battery Saver modes in the Game Dashboard mostly found on Google Pixel devices.
This does not yet define the specifics for the performance modes but does provide the initial basic support.
Co-authored-by: Emma <153868115+gaypotatoemma@users.noreply.github.com>
The language names we are using in the android resources differ from those on Transifex.
We need to manually specify mappings for them, so Transifex is able to place the files in the correct folders.
Currently, the RESOLUTION_FACTOR preference is being set with the GRAPHICS_API key and default. Therefore, it will set/retrieve the wrong values
This revision updates the RESOLUTION_FACTOR preference to use the RESOLUTION_FACTOR key and default value. As a result, RESOLUTION_FACTOR and GRAPHICS_API should store and return the correct (separate) values