- Sep 13, 2018
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Valentin Vanelslande authored
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ReinUsesLisp authored
* gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback
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- Sep 12, 2018
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bunnei authored
audio_core/sink_details: Change std::string parameter into std::string_view
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bunnei authored
yuzu/configure_gamelist: Mark combo-box strings as translatable
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bunnei authored
audio_core: Add audio stretching support
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bunnei authored
gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.
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bunnei authored
- Fixes a regression with Sonic Mania with ARB_texture_storage.
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bunnei authored
pl_u: Eliminate mutable file-scope state
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bunnei authored
shader_decompiler: Implemented (Partially) Texture Processing Modes
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MerryMage authored
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FernandoS27 authored
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bunnei authored
kernel/errors: Amend invalid thread priority and invalid processor ID error codes
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bunnei authored
svc: Do nothing in svcOutputDebugString() if given a length of zero
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bunnei authored
Set yuzu project as default StartUp Project in Visual Studio
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Frederic Laing authored
Set yuzu project as default StartUp Project in Visual Studio
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Lioncash authored
This is what the kernel does for an out-of-range processor ID.
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Lioncash authored
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Lioncash authored
While unlikely, it does avoid constructing a std::string and unnecessarily calling into the memory code if a game or executable decides to be really silly about their logging.
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Lioncash authored
This should be a u64 to represent size.
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Lioncash authored
Given these are shown to the user, they should be translatable. While we're at it, also set up the dialog to automatically retranslate the dialog along with the combo boxes if it receives a LanguageChange event.
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Lioncash authored
We don't need to use an allocating container for these, given we know the fixed amount of strings being used. This is just a waste of memory.
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Lioncash authored
Keeps the individual initialization of the combo boxes logically separate. We also shouldn't be dumping this sort of thing in the constructor directly.
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bunnei authored
service/prepo: Move class into the cpp file
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bunnei authored
game_list: Resolve variable shadowing within LoadCompatibilityList()
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bunnei authored
service/audio: Replace includes with forward declarations where applicable
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bunnei authored
Port Citra #4047 & #4052: add change background color support
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bunnei authored
gl_rasterizer_cache: Improve accuracy of caching and copies.
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bunnei authored
gl_rasterizer: Use ARB_texture_storage.
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bunnei authored
- Fixes several rendering issues with Super Mario Odyssey.
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Lioncash authored
"value" is already a used variable name within the outermost ranged-for loop, so this variable was shadowing the outer one. This isn't a bug, but it will get rid of a -Wshadow warning.
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Lioncash authored
This way, we aren't constructing unnecessary QJsonValue instances.
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Lioncash authored
A few headers were including other headers when a forward declaration can be used instead, allowing the include to be moved to the cpp file.
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Lioncash authored
The given string is only ever used for lookup and comparison, so we can just utilize a non-owning view to string data here
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Lioncash authored
Converts the PL_U internals to use the PImpl idiom and makes the state part of the Impl struct, eliminating mutable global/file state.
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bunnei authored
shader_decompiler: Implemented LEA and PSET
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Lioncash authored
This doesn't need to be exposed within the header and be kept in the translation unit, eliminating the need to include anything within the header.
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bunnei authored
- This was once an optimization, but we no longer need it with the cache reserve. - This is also inaccurate.
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- Sep 11, 2018
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Markus Wick authored
It allows us to use texture views and it reduces the overhead within the GPU driver. But it disallows us to reallocate the texture, but we don't do so anyways. In the end, it is the new way to allocate textures, so there is no need to use the old way.
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FernandoS27 authored
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FernandoS27 authored
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