- Sep 11, 2018
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bunnei authored
externals: Place font data within cpp files
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Lioncash authored
This places the font data within cpp files, which mitigates the possibility of the font data being duplicated within the binary if it's referred to in more than one translation unit in the future. It also stores the data within a std::array, which is more flexible when it comes to operating with the standard library. Furthermore, it makes the data arrays const. This is what we want, as it allows the compiler to store the data within the read-only segment. As it is, having several large sections of mutable data like this just leaves spots in memory that we can accidentally write to (via accidental overruns, what have you) and actually have it work. This ensures the font data remains the same no matter what.
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Tobias authored
* Add open-source shared fonts * Address review comments
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Tobias authored
* Joystick hotplug support (#4141) * use SDL_PollEvent instead of SDL_JoystickUpdate Register hot plugged controller by GUID if they were configured in a previous session * Move SDL_PollEvent into its own thread * Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call * Fix that joystick_list gets cleared after SDL_Quit * Add VirtualJoystick for InputDevices thats never nullptr * fixup! Add VirtualJoystick for InputDevices thats never nullptr * fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr * Remove SDL_GameController, make SDL_Joystick* unique_ptr * fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr * Adressed feedback; fixed handling of same guid reconnects * fixup! Adressed feedback; fixed handling of same guid reconnects * merge the two joystick_lists into one * make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! fixup! make SDLJoystick a member of VirtualJoystick * SDLJoystick: Addressed review comments * Address one missed review comment
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bunnei authored
gl_rasterizer: Implement clear for non-zero render targets.
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bunnei authored
gl_rasterizer_cache: Only use depth for applicable texture formats.
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bunnei authored
gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
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- Sep 10, 2018
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James Rowe authored
Remove the multi-core option from the UI
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bunnei authored
video_core: Optimize the command processor.
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Markus Wick authored
Inline the WriteReg helper as it is called ~20k times per frame.
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Markus Wick authored
This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
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MysticExile authored
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MysticExile authored
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Markus Wick authored
This virtual function is called in a very hot spot, and it does nothing. If this kind of feature is required, please be more specific and add callbacks in the switch statement within Maxwell3D::WriteReg. There is no point in having another switch statement within the rasterizer.
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bunnei authored
- Fixes an issue with Octopath Traveler leaving stale data here.
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bunnei authored
- Several misc. changes to ConfigureFramebuffers in support of this.
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bunnei authored
- Used by Octopath Traveler (with multiple render targets).
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bunnei authored
gl_rasterizer: Implement multiple color attachments.
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bunnei authored
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bunnei authored
yuzu-cmd: fix SDL logging
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bunnei authored
yuzu: Move compatibility list specifics to their own source files
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bunnei authored
hid: Implement ReloadInputDevices
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bunnei authored
service: Remove unused g_kernel_named_ports variable
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Lioncash authored
With the named port functionality all migrated over to the kernel, there's no need to keep this around anymore.
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bunnei authored
shader_decompiler: Implemented TMML
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FernandoS27 authored
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- Sep 09, 2018
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bunnei authored
GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
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bunnei authored
video_core: fixed arithmetic overflow warnings & improved code style
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Lioncash authored
The compatibility list isn't modified within any of the slots connected to this signal, so we can make it const to enforce immutability.
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Lioncash authored
Lets us keep the generic portions of the compatibility list code together, and allows us to introduce a type alias that makes it so we don't need to type out a very long type declaration anymore, making the immediate readability of some code better.
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bunnei authored
shader_decompiler: Implemented (Partialy) TXQ
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FernandoS27 authored
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Patrick Elsässer authored
- Fixed all warnings, for renderer_opengl items, which were indicating a possible incorrect behavior from integral promotion rules and types larger than those in which arithmetic is typically performed. - Added const for variables where possible and meaningful. - Added constexpr where possible.
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- Sep 08, 2018
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Mat M authored
Externals: Update xbyak
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fearlessTobi authored
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James Rowe authored
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FernandoS27 authored
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Subv authored
When not set, this tells the GPU to only use the X size when performing a DMA copy. This is only implemented for linear->linear and tiled->tiled copies. Conversion copies still retain the assert. This bit is unset by some games for various purposes, and by nouveau when copying the vertex buffers.
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bunnei authored
Initial support for non-2D textures
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bunnei authored
yuzu: fix title bar display
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