- Jun 27, 2020
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VolcaEM authored
* btdrv: Update function table
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VolcaEM authored
* bpc: Update function tables This was based on Switchbrew page: https://switchbrew.org/wiki/PCV_services
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VolcaEM authored
* bcat: Update function tables and add missing classes
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VolcaEM authored
* am: Update function tables and add missing classes * Remove comments (1/5) * Remove comments (2/5) * Remove comments (3/5) * Remove comments (4/5) * Remove comments (5/5) * Remove unused classes (1/2) * Remove unused classes (2/2)
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VolcaEM authored
* aoc: Update function table * Remove comments
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VolcaEM authored
This was based on Switchbrew page: https://switchbrew.org/wiki/Error_Upload_services
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- Jun 26, 2020
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VolcaEM authored
This was based on Switchbrew page: https://switchbrew.org/wiki/BTM_services "No comment" edition
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- Jun 25, 2020
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David Marcec authored
Other targets were never actually checked
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David Marcec authored
num_pages is an std::size_t. It will always be >= 0
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- Jun 24, 2020
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Morph authored
- Used by Captain Toad: Treasure Tracker Update 1.3.0 While we're at it, fix the input parameters for SetIsPalmaAllConnectable and SetPalmaBoostMode
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ReinUsesLisp authored
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ReinUsesLisp authored
Making the stream buffer resident increases GPU usage significantly on some games. This seems to be addressed invalidating the stream buffer with InvalidateBufferData instead of using a Unmap + Map (with invalidation flags).
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ReinUsesLisp authored
Switch games are allowed to bind less data than what they use in a vertex buffer, the expected behavior here is that these values are read as zero. At the moment of writing this only D3D12, OpenGL and NVN through NV_vertex_buffer_unified_memory support vertex buffer with a size limit. In theory this could be emulated on Vulkan creating a new VkBuffer for each (handle, offset, length) tuple and binding the expected data to it. This is likely going to be slow and memory expensive when used on the vertex buffer and we have to do it on all draws because we can't know without analyzing indices when a game is going to read vertex data out of bounds. This is not a problem on OpenGL's BufferAddressRangeNV because it takes a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes buffers and offsets (the length is implicit in VkBuffer). It isn't a problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on IASetVertexBuffers takes SizeInBytes as a parameter (although I am not familiar with robustness on D3D12). Currently this only implements buffer ranges for vertex buffers, although indices can also be affected. A KHR_robustness profile is not created, but Nvidia's driver reads out of bound vertex data as zero anyway, this might have to be changed in the future. - Fixes SMO random triangles when capturing an enemy, getting hit, or looking at the environment on certain maps.
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ReinUsesLisp authored
Make stream buffer and cached buffers as resident and query their address. This allows us to use GPU addresses for several proprietary Nvidia extensions.
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ReinUsesLisp authored
Expose NV_vertex_buffer_unified_memory when the driver supports it. This commit adds a function the determine if a GL_RENDERER is a Turing GPU. This is required because on Turing GPUs Nvidia's driver crashes when the buffer is marked as resident or on DeleteBuffers. Without a synchronous debug output (single threaded driver), it's likely that the driver will crash in the first blocking call.
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ReinUsesLisp authored
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ReinUsesLisp authored
yuzu no longer supports platforms without persistent maps.
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David Marcec authored
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David Marcec authored
We already draw, so we can clear it
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David Marcec authored
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David Marcec authored
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David Marcec authored
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ReinUsesLisp authored
All programs had a size of zero due to this bug, skipping invalidations. While we are at it, remove some unused forward declarations.
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- Jun 23, 2020
- Jun 22, 2020
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VolcaEM authored
* account: Update function tables and add missing classes * clang-format * Add missing "public" * Add missing public again * Add missing final
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Fernando Sahmkow authored
The returned layer is expected to be between 0 and the depth of the surface, anything larger is off bounds.
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Morph authored
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Morph authored
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- Jun 21, 2020
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Morph authored
- Used by Captain Toad Treasure Tracker
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VolcaEM authored
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VolcaEM authored
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VolcaEM authored
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VolcaEM authored
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VolcaEM authored
Co-authored-by:
LC <mathew1800@gmail.com>
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VolcaEM authored
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Morph authored
Enable GL_EXT_texture_shadow_lod if available. If this extension is not available, such as on Intel/AMD proprietary drivers, use textureGrad as a workaround.
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Morph authored
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FearlessTobi authored
Occurs when doing a local compile in MSVC build. The compiler I'm using is as below: Microsoft Visual Studio Community 2019 Preview Version 16.6.0 Preview 5.0 Fixes this error: CVTRES : fatal error CVT1100: duplicate resource. type:MANIFEST, name:1, language:0x0409 LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt I have put 0 since previous name was 1. If have other names in mind, please let me know. Co-Authored-By:
dragios <dragios@users.noreply.github.com>
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- Jun 20, 2020
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MerryMage authored
shl/shr only accept cl as their second argument
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