- Add TAA option to AntiAliasing enum in settings
- Implement TAA shaders for both OpenGL (GLSL) and Vulkan (SPIR-V)
- Add OpenGL TAA class with framebuffer management and temporal blending
- Add Vulkan TAA class following existing AntiAliasPass architecture
- Integrate TAA into OpenGL and Vulkan rendering pipelines
- Add UI translations and Android string resources for TAA option
- Implement Halton sequence jittering for temporal sampling
- Add motion vector validation and neighborhood clamping to reduce ghosting
- Configure aggressive temporal blending to minimize visual artifacts
- Add proper descriptor set management for Vulkan TAA implementation
The TAA implementation provides high-quality anti-aliasing by combining
information from multiple frames with per-pixel jittering, resulting
in smoother edges and reduced aliasing artifacts while maintaining
good performance and temporal stability.
Fixes: Black screen issues with proper descriptor set bindings
Fixes: Ghosting artifacts with improved temporal blending parameters
Fixes: Jitter visibility with reduced jitter intensity (50% scaling)
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Move UpdaterDialog class declaration outside #ifdef _WIN32 to ensure
Qt's MOC can see the Q_OBJECT macro. Add stub implementations for
non-Windows platforms to satisfy linker.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Remove cut-off percentage labels from graph area
- Isolate graph with proper background and border
- Reduce padding and spacing to match performance overlay
- Compress leak warnings to single line
- Adjust widget size to 250x180 for consistent proportions
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Clean dark-themed overlay with real-time VRAM usage display
- Memory breakdown (Buffers, Textures, Staging) with color coding
- Interactive graph with 2-minute history and leak detection
- VRAM mode indicator with special highlighting for Insane mode
- Draggable interface with persistent positioning
- Menu integration with keyboard shortcut support
- Safe Vulkan renderer integration with exception handling
Files: CMakeLists.txt, main.cpp, main.h, main.ui, uisettings.h, vram_overlay.cpp, vram_overlay.h
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Implement mouse wheel event handling in SDL2 backend (emu_window_sdl2)
- Add wheel event routing from GRenderWindow to input subsystem
- Add debugging logs to trace mouse wheel events through input chain
- Support mouse wheel input for mods like Ultracam when games are running (WIP)
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Frame generation was marked as WIP and not ready for production use.
This commit removes all frame generation related code and UI elements
to prevent users from enabling an incomplete feature.
Changes:
- Remove frame generation settings from Android UI (Kotlin/XML)
- Remove frame generation settings from Desktop UI (Qt/C++)
- Remove frame generation enums and settings from core (C++)
- Remove frame generation Vulkan renderer implementation
- Remove frame generation shader files
- Update CMake build configuration
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Convert FSR2 quality mode from number input to dropdown with 4 options
- Disable and grey out FSR sharpness slider when FSR2 is selected
- Add proper enum-based settings for FSR2 quality modes
- Update both Vulkan and OpenGL FSR2 implementations
- Connect UI state changes automatically
Provides better UX by using appropriate controls and preventing confusion
between FSR 1.0 and FSR 2.0 sharpening options.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add FSR2 to ScalingFilter enum alongside existing FSR
- Implement FSR2 classes for both Vulkan and OpenGL renderers
- Add fsr2_quality_mode setting with 4 quality levels (Quality, Balanced, Performance, Ultra Performance)
- Integrate FSR2 into present pipeline for both renderers
- Add UI support for FSR2 option in scaling filter dropdown
- Add FSR2 quality mode setting with dropdown selection
- Update translations and Android strings for new options
- Default to Performance mode for optimal balance
This provides users with FSR 2.0 as a scaling option, offering different
quality/performance characteristics compared to FSR 1.0. The implementation
uses quality-based sharpening values and integrates seamlessly with the
existing rendering pipeline.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add real-time frame time graph with min/avg/max statistics
- Implement draggable overlay functionality with cursor feedback
- Modernize UI with Material Design colors and improved typography
- Fix crash issues by throttling performance data updates
- Ensure FPS and frame time consistency
- Add proper error handling and validation
- Increase overlay size to accommodate new graph feature
Signed-off-by: Zephyron <zephyron@citron-emu.org>
This patch enhances High DPI support across the Qt frontend with the following improvements:
**Windows DPI Awareness:**
- Add shellscalingapi.h include for Windows DPI functions
- Implement Per Monitor DPI Awareness (Windows 8.1+) and Per Monitor v2 DPI Awareness (Windows 10+)
- Use SetProcessDPIAware() and SetProcessDpiAwareness() for better multi-monitor scaling
- Dynamically load shcore.dll to access modern DPI awareness APIs
**Configuration Dialog Enhancements:**
- Add comprehensive High DPI responsive CSS media queries for different DPI levels (192dpi, 240dpi)
- Scale UI elements (buttons, comboboxes, line edits, checkboxes, radio buttons) based on screen DPI
- Improve scroll area styling with proper scrollbar theming for high DPI displays
- Set proper window attributes for scaling (WA_TranslucentBackground, WA_NoSystemBackground)
- Calculate logical window size based on device pixel ratio for accurate scaling
**UI Improvements:**
- Enhanced scroll area styling with custom scrollbar appearance
- Better visual feedback with hover effects on scrollbar handles
- Improved spacing and sizing for high DPI displays
- Set proper window modality and title for configuration dialog
These changes provide better visual quality and usability on high DPI displays, particularly on Windows systems with multiple monitors or high-resolution screens. The scaling is now more accurate and consistent across different display configurations.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Fix memory leak in PopulateGridView() and FilterGridView() by properly
deleting old QStandardItemModel instances before creating new ones
- Add safety checks in controller navigation to prevent crashes when
accessing uninitialized controller data
- Improve controller input handling to only send events to visible and
properly initialized views
- Add null pointer checks in SetViewMode() to prevent crashes when
setting current index on empty models
- Add proper cleanup in GameList destructor to prevent memory leaks
on application shutdown
The main issue was that switching between list and grid views created
new models without properly cleaning up old ones, leading to memory
leaks. Additionally, controller navigation would send keyboard events
to both views simultaneously, causing crashes when one view was not
properly initialized or visible.
Fixes crashes when using controller navigation in grid view mode.
Thanks to Beta Testers acarajé & Hayate Yoshida (吉田 疾風) for finding the bug.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Fix multiple compilation errors preventing successful build:
* Add const qualifier to custom fmt formatter functions across codebase
- Updated formatters in logging, shader recompiler, texture cache, and other modules
- Ensures compatibility with newer fmt library versions
* Add missing fmt/ranges.h includes for fmt::join usage
- Fixed fmt::join calls in Vulkan renderer, GDB stub, NFC service, and main window
- Resolves "no member named 'join' in namespace 'fmt'" errors
* Exclude unsupported platforms from Boost.Process usage in debugger
- Extended conditional compilation to avoid Boost.Process where unavailable
* Fix type casting issues in AOC service manager
- Resolved std::min type mismatch with explicit casting
Add build system version detection as a fallback in GetCurrentVersion():
- Include common/scm_rev.h to access build version information
- Use Common::g_build_version when version.txt doesn't exist
- Automatically create version.txt with build version for future use
- Update comments to clarify version resolution priority
This ensures the updater can properly detect the current application
version even when version.txt hasn't been created yet, while maintaining
the existing priority system for version detection.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Replace direct file overwriting with a staging-based update mechanism to
resolve "file in use" errors during self-updates.
**Changes:**
- Stage updates to temporary directory instead of direct installation
- Apply staged updates on next application startup (before files are loaded)
- Add static methods for startup update detection and application
- Create update manifest to track staged update metadata
- Backup existing files before applying updates
- Update UI messaging to reflect staged update workflow
**Problem solved:**
The previous direct file replacement approach failed when trying to overwrite
DLLs and executables that were loaded into memory by the running process.
This two-stage approach stages files safely, then applies them on restart
when no files are in use.
**Workflow:**
1. Download and extract update to staging directory
2. Create manifest with update metadata
3. Show "Update ready" message to user
4. On next app startup: detect staged update, apply it, show success message
5. Clean up staging directory after successful application
This ensures reliable self-updates without file access conflicts.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Implement a complete auto-updater system for Citron with the following features:
- Add UpdaterService class for handling update checks, downloads, and installations
- Add UpdaterDialog with progress tracking and user interaction
- Support both .zip and .7z archives with Windows PowerShell fallback
- Automatic background update checking on startup (3-second delay)
- Silent notifications when updates are available
- Manual "Check for Updates" menu option in Help menu
- User setting to enable/disable automatic update checks (enabled by default)
- Graceful error handling with detailed logging
- Restart functionality after successful updates
- Libarchive integration for cross-platform archive support
The system uses HTTP URLs to bypass SSL library compatibility issues and
provides a smooth user experience with minimal interruption during automatic
checks. Manual updates show a full dialog with progress tracking and changelog
information.
Fixes update distribution workflow and keeps users informed of new releases.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Extract and display Base Build ID and Update Build ID for Nintendo Switch games
- Support multiple file formats: NSO, Deconstructed ROM, XCI, NSP, and NCA
- Read build IDs directly from NSO headers at offset 0x40 (32 bytes)
- Handle complex file structures with proper fallback mechanisms
- Add dedicated UI fields for both base and update build IDs
- Improve cheat compatibility by showing build IDs needed for cheat files
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Replace circular clipping with subtle rounded corners (radius = size/8) for a more modern and polished appearance.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Implement toggle between list and grid view modes (Ctrl+G)
- Add round icon rendering with anti-aliased circular clipping
- Display game titles below icons in grid layout
- Create flat model for grid view showing only games
- Add View menu option and Ctrl+G hotkey for toggling
- Implement separate filtering logic for both view modes
- Update grid layout with proper spacing and text alignment
- Maintain existing tree view functionality and features
- Support double-click to launch and right-click context menus in both modes
The grid view provides a more visual game browsing experience while
preserving all existing functionality of the original list view.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Extended MemoryLayout enum with new memory size options
- Added corresponding SMC memory size and arrangement constants
- Updated system control functions to handle new memory configurations
- Added appropriate application pool sizes for higher memory modes
- Updated UI translations to display new DRAM options as "Unsafe"
- Increased maximum memory layout setting from 8GB to 16GB
This allows users to configure higher memory amounts for games and
texture mods that require more than the standard 4-8GB configurations.
All new options are marked as "Unsafe" in the UI to indicate they
are experimental features beyond Nintendo's official specifications.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit introduces support for a 32:9 aspect ratio throughout Citron.
Key changes include:
- **Enum Updates**: Added `R32_9` to `Settings::AspectRatio` and `Layout::AspectRatio` enums, ensuring consistent integer mapping for casting between them.
- **Core Logic**:
- Modified `UISettings::CalculateWidth` to correctly compute width for the 32:9 ratio.
- Updated `Layout::EmulationAspectRatio` to handle the new `R32_9` case and return the appropriate float value (9.0f / 32.0f).
- **Android Integration**:
- Updated `EmulationFragment.kt` and `EmulationActivity.kt` (for Picture-in-Picture) to recognize and apply the 32:9 aspect ratio (mapping setting value `4` to `Rational(32, 9)`).
- **UI Configuration**:
- Added "Force 32:9" to the aspect ratio selection in the graphics settings UI via `shared_translation.cpp`. This string is translatable.
This enhancement allows users to utilize ultra-widescreen 32:9 displays for a more immersive experience.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Updates the Discord application Client ID.
- Changes the game art source from static URLs on `citron-emu.org` to dynamically fetched images from `tinfoil.media` using the game's title ID.
- Removes the `GetGameString` function, as the URL formatting logic has changed.
- Modifies `UpdateGameStatus` and `Update` to accommodate the new image fetching mechanism and use the title ID.
- Adds new members to `DiscordImpl` to store title ID and cache image URLs.
- Updates copyright information in `discord_impl.cpp` and `discord_impl.h`.
Signed-off-by: Zephyron <zephyron@citron-emu.org>