- Nov 27, 2019
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Lioncash authored
Amends a few interfaces to be able to handle the migration over to the new Memory class by passing the class by reference as a function parameter where necessary. Notably, within the filesystem services, this eliminates two ReadBlock() calls by using the helper functions of HLERequestContext to do that for us.
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Lioncash authored
These will eventually be migrated into the main Memory class, but for now, we put them in an anonymous namespace, so that the other functions that use them, can be migrated over separately.
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Lioncash authored
A fairly straightforward migration. These member functions can just be mostly moved verbatim with minor changes. We already have the necessary plumbing in places that they're used. IsKernelVirtualAddress() can remain a non-member function, since it doesn't rely on class state in any form.
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Lioncash authored
Migrates all of the direct mapping facilities over to the new memory class. In the process, this also obsoletes the need for memory_setup.h, so we can remove it entirely from the project.
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Lioncash authored
Currently, the main memory management code is one of the remaining places where we have global state. The next series of changes will aim to rectify this. This change simply introduces the main skeleton of the class that will contain all the necessary state.
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bunnei authored
gl_device: Deduce indexing bug from device instead of heuristic
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bunnei authored
* core_timing: Use better reference tracking for EventType. - Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects. - Removes need for unique names - we won't be using this for save states anyways.
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- Nov 26, 2019
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bunnei authored
gl_shader_decompiler: Fix casts from fp32 to fp16
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Fernando Sahmkow authored
kernel: Fix reference management for client/server session.
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ReinUsesLisp authored
Casts from f32 to f16 zeroes the higher half of the target register.
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- Nov 25, 2019
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bunnei authored
- Fixes shutdown crash and crash in Pokemon SwSh.
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ReinUsesLisp authored
The heuristic to detect AMD's driver was not working properly since it also included Intel. Instead of using heuristics to detect it, compare the GL_VENDOR string.
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bunnei authored
ci: Continue pipeline on clang format failure
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Zach Hilman authored
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bunnei authored
gl_texture_cache: Apply sRGB on blits
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bunnei authored
service: Update function tables
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bunnei authored
gpu_thread: Don't spin wait if there are no GPU commands.
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bunnei authored
* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects. - See https://github.com/citra-emu/citra/pull/4710 for details.
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bunnei authored
gl_shader_cache: Miscellaneous changes to shaders
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- Nov 24, 2019
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ReinUsesLisp authored
glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this depending on the target surface pixel format.
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bunnei authored
maxwell_3d: Fix stencil_back_func_mask offset
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bunnei authored
svc: GetSystemTick should return cntpct_el0, not core ticks.
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bunnei authored
Port citra-emu/citra#4964: "Unfold UNREACHABLE implementation for dumb compilers"
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bunnei authored
buffer_cache: Remove brace initialized for objects with default constructor
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- Nov 23, 2019
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
Kernel: Correct behavior of Condition Variables to be more similar to real hardware.
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bunnei authored
gl_shader_gen: Apply default value to gl_Position
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bunnei authored
Kernel: Correct Cancel Synchronization.
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Weiyi Wang authored
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Weiyi Wang authored
We relies on UNREACHABLE's noreturn attribute to eliminate parent's "no return value" warning. However, this was wrapped in a `if(!false)` block, which compilers may not unfold to recognize the noreturn nature.
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ReinUsesLisp authored
SSBOs and other resources are limited per pipeline on Intel and AMD. Heuristically reserve resources per stage having in mind the reported OpenGL limits.
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ReinUsesLisp authored
glBindTextureUnit doesn't support null textures. Skip binding these.
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ReinUsesLisp authored
Intel's proprietary driver enters in a corrupt state when compute shaders are executed. For now, disable these.
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ReinUsesLisp authored
The current shared memory size seems to be smaller than what the game actually uses. This makes Nvidia's driver consistently blow up; in the case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked just fine. For now keep this hack since it's still progress over the previous hardcoded shared memory size.
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ReinUsesLisp authored
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ReinUsesLisp authored
Stage and compute shaders were using a different binding counter. Normalize these.
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ReinUsesLisp authored
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ReinUsesLisp authored
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