* Add '--title-id' launch option to launch titles by title id
* Add title id column to game list
* Add option to create game shortcuts
Co-authored-by: Exzap <13877693+Exzap@users.noreply.github.com>
* Implement GDB stub debugger
Can be enabled by using the "--enable-gdbstub" option (and the debugger GUI, although that's untested) which'll pause any game you launch at start-up. Will start at port 1337 although it'll eventually be user-editable. The code is a bit weirdly sorted and also just needs a general cleanup, so expect that eventually too. And uses egyptian braces but formatting was easier to do at the end, so that's also something to do.
It has been tested to work with IDA Pro, Clion and the standalone interface for now, but I plan on writing some instructions in the PR to follow for people who want to use this. Memory breakpoints aren't possible yet, only execution breakpoints.
This code was aimed to be decoupled from the existing debugger to be able to be ported to the Wii U for an equal debugging experience. That's also why it uses the Cafe OS's thread sleep and resuming functions whenever possible instead of using recompiler/interpreter controls.
* Add memory writing and floating point registers support
* Reformat code a bit
* Format code to adhere to Cemu's coding style
* Rework GDB Stub settings in GUI
* Small styling fixes
* Rework execution breakpoints
Should work better in some edge cases now. But this should also allow for adding access breakpoints since it's now more separated.
* Implement access breakpoints
* Fix some issues with breakpoints
* Fix includes for Linux
* Fix unnecessary include
* Tweaks for Linux compatibility
* Use std::thread instead of std::jthread to fix MacOS support
* Enable GDB read/write breakpoints on x86 only
* Fix compilation for GCC compilers at least
The thread type varies on some platforms, so supporting this is hell... but let's get it to compile on MacOS first.
* Disable them for MacOS due to lack of ptrace
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Co-authored-by: Exzap <13877693+Exzap@users.noreply.github.com>
By mistake we would read affected textures back after every single drawcall. As an optimization if the same texture gets drawn to multiple times we'll try to only read it back once at the end of the sequence.
Removes the -DPUBLIC_RELEASE flag. Cemu's debug asserts are now only enabled if the build configuration is Debug. Similarly, on Windows the console is only shown for Debug builds.
2.0 introduced a race condition where the shader cache loading screen could load shaders before the graphic packs finished activating, potentially bypassing custom shaders.
Also removed legacy GraphicPack interface (GraphicPack.cpp/.h) since it was only kept around for Cemuhook and removed u8string variant of cemuLog_force since it's no longer used
* Make PPC threads/texture cache info window columns untranslatable
* Make several window titles translatable
* Make About window text translatable
* Fix <profile name> placeholder not being recognized as translatable
* Miscellaneous improvements to GUI strings
* Add a few missing entries to gitignore
* Adjust Italian translation of Linux files