- May 03, 2020
- May 02, 2020
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FearlessTobi authored
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Lioncash authored
Resolves a -Wextra-semi warning. While we're at it, we can invert the branch to form a guard clause, unindenting all of the contained code.
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- May 01, 2020
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Jan Beich authored
In file included from src/video_core/renderer_opengl/renderer_opengl.cpp:25: In file included from src/./video_core/renderer_opengl/gl_rasterizer.h:26: In file included from src/./video_core/renderer_opengl/gl_fence_manager.h:11: src/./video_core/fence_manager.h:91:32: error: use 'template' keyword to treat 'Write' as a dependent template name memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload()); ^ template src/./video_core/fence_manager.h:137:32: error: use 'template' keyword to treat 'Write' as a dependent template name memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload()); ^ template
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David Marcec authored
IoctlGetGpuTime should be 16 bytes, not 8.
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- Apr 30, 2020
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Jason Parker authored
Used by Animal Crossing: New Horizons when trying to take a picture.
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David Marcec authored
Closes #3533 Turns out the functions were already implemented but just never added
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David Marcec authored
Closes #3026
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David Marcec authored
SetShimLibraryVersion, SaveScreenShotEx1 & SaveScreenShotEx2 were missing
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David Marcec authored
Closes #3829
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- Apr 29, 2020
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David Marcec authored
No point to emulate battery life. However options are broken out if we ever want to add a setting for it
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David Marcec authored
Properly implement IApplicationFunctions::GetDisplayVersion
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David Marcec authored
Return the proper state of vr mode for IsVrModeEnabled We should not return an error for SetVrModeEnabled. When VR Mode is turned on, it signals to lbl to turn vr mode on, not return an error code
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David Marcec authored
We're not suppose to pop a u64, should just read the sent pid and check that
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David Marcec authored
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Lioncash authored
Reduces some header churn and reduces rebuilds when some header internals change. While we're at it we can also resolve a missing include in buffer_cache.
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David Marcec authored
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- Apr 28, 2020
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ReinUsesLisp authored
This temporary is not needed as we mark Rd.CC + IADD.X as unimplemented. It caused issues when tracking global buffers.
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David Marcec authored
As we currently match hardware and don't return a successful result, these should be marked as errors instead of warnings and as stubs.
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David Marcec authored
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David Marcec authored
Consistency for the rest of the error codes in the codebase
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David Marcec authored
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David Marcec authored
Closes #2844
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David Marcec authored
Audin:u ListAudioIns, OpenAudioIn, ListAudioInsAuto, OpenAudioInAuto, ListAudioInsAutoFiltered, OpenAudioInProtocolSpecified Closes #2874
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ReinUsesLisp authored
Xenoblade 2 invokes a draw call with zero vertices. This is likely due to indirect drawing (glDrawArraysIndirect). This causes a crash in the staging buffer pool when trying to create a buffer with a size of zero. To workaround this, skip index buffer setup entirely when the number of indices is zero.
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ReinUsesLisp authored
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register WaitForIdle. To implement this on OpenGL we just call glMemoryBarrier with the necessary bits. Vulkan lacks this synchronization primitive, so we set an event and immediately wait for it. This is not a pretty solution, but it's what Vulkan can do without submitting the current command buffer to the queue (which ends up being more expensive on the CPU).
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- Apr 27, 2020
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ReinUsesLisp authored
Using deko3d as reference: https://github.com/devkitPro/deko3d/blob/4e47ba0013552e592a86ab7a2510d1e7dadf236a/source/maxwell/gpu_3d_state.cpp#L42 We were using bits 3 and 4 to determine depth clamping, but these are the same both enabled and disabled: state->depthClampEnable ? 0x101A : 0x181D The same happens on Nvidia's OpenGL driver, where they do something like this (default capabilities, GL 4.5 compatibility): (state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c There's always a difference between the first bits in this register, but bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This commit changes yuzu's behaviour to use bit 11 to determine depth clamping. - Fixes depth issues on Super Mario Odyssey's intro.
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- Apr 26, 2020
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ReinUsesLisp authored
This reverts commit 94b0e2e5. preserve_contents proved to be a meaningful optimization. This commit reintroduces it but properly implemented on OpenGL. We have to make sure the clear removes all the previous contents of the image. It's not currently implemented on Vulkan because we can do smart things there that's preferred to be introduced in a separate commit.
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ReinUsesLisp authored
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as well as shader decoder code. While we are at it, fix a bug in gl_shader_cache where compute shaders had an start offset of a stage shader.
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ReinUsesLisp authored
IADD.X Rd.CC requires some extra logic that is not currently implemented. Abort when this is hit.
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ReinUsesLisp authored
Signed integer addition overflow might be undefined behavior. It's free to change operations to UAdd and use unsigned integers to avoid potential bugs.
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ReinUsesLisp authored
IADD.X takes the carry flag and adds it to the result. This is generally used to emulate 64-bit operations with 32-bit registers.
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ReinUsesLisp authored
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ReinUsesLisp authored
P2R CC takes the state of condition codes and puts them into a register. We already have this implemented for PR (predicates). This commit implements CC over that.
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ReinUsesLisp authored
Avoid atomic counters used by shared pointers.
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- Apr 25, 2020
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M&M authored
- Used by The Legend of Zelda: Breath of the Wild v1.6.0
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Vitor Kiguchi authored
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