- Aug 14, 2018
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Lioncash authored
Previously we weren't always initializing all members of the struct. Prevents potentially wonky behavior from occurring.
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bunnei authored
audout_u: Correct IAudioOut initializer list order
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bunnei authored
Fix BC7U
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bunnei authored
renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.
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James Rowe authored
logging/backend: Use const reference to refer to log filter
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Lioncash authored
The filter is returned via const reference, so this was making a pointless copy of the entire filter every time a message was being pushed into the logger instance.
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greggameplayer authored
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- Aug 13, 2018
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Mat M authored
Added missing channel devices
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Lioncash authored
Orders elements in the precise order they'll be initialized.
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bunnei authored
- Used by Breath of the Wild.
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bunnei authored
Implement RG32UI and R32UI
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bunnei authored
audio_core: Interpolate
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bunnei authored
arm_dynarmic: Remove IsExecuting check from PrepareReschedule
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Mat M authored
maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
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MerryMage authored
No longer required. HaltExecution is a no-op if it is not currently executing.
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David Marcec authored
Needed for xenoblade
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MerryMage authored
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MerryMage authored
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MerryMage authored
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bunnei authored
vfs: Use sanitized paths within MoveFile() and MoveDirectory()
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bunnei authored
card_image: Simplify return statement of GetSubdirectories()
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bunnei authored
kernel/object: Tighten object against data races
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bunnei authored
- Used by Breath of the Wild.
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bunnei authored
renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.
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Lioncash authored
Despite being covered by a global mutex, we should still ensure that the class handles its reference counts properly. This avoids potential shenanigans when it comes to data races. Given this is the root object that drives quite a bit of the kernel object hierarchy, ensuring we always have the correct behavior (and no races) is a good thing.
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bunnei authored
- Used by Breath of the Wild.
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bunnei authored
renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
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David Marcec authored
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David Marcec authored
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bunnei authored
maxwell_to_gl: Implement PrimitiveTopology::LineStrip.
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bunnei authored
- Used by Breath of the Wild.
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bunnei authored
- Used by Breath of the Wild.
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bunnei authored
Use an approximated amortized amount of ticks when advancing timing.
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bunnei authored
scheduler: Make HaveReadyThreads() a const member function
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bunnei authored
Fixed a bunch of race conditions when running in multicore mode.
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bunnei authored
Kernel/Mutex: Don't duplicate threads in the mutex waiter list.
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bunnei authored
gl_shader_decompiler: Implement XMAD instruction.
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Subv authored
We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast. This lets us bypass certain hangs in some games like Breath of the Wild. We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
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Subv authored
The current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that.
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- Aug 12, 2018
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Subv authored
Another thread may write to this variable while the core in question is in the middle of checking for a reschedule request.
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