- Mar 31, 2016
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mailwl authored
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- Mar 12, 2016
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Lioncash authored
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- Mar 09, 2016
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Lioncash authored
There's no reason to allow direct access to the unique_ptr instance. Only its contained pointer.
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- Feb 12, 2016
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MerryMage authored
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- Dec 08, 2015
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Yuri Kunde Schlesner authored
This removes explicit checks sprinkled all over the codebase to instead just have the SW rasterizer expose an implementation with no-ops for most operations.
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- Dec 07, 2015
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Yuri Kunde Schlesner authored
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- Sep 14, 2015
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Yuri Kunde Schlesner authored
May fix additional texture caching issues. (Though mostly in homebrew, I haven't seen any commercial software use this to flush anything but command lists.)
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- Aug 25, 2015
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Yuri Kunde Schlesner authored
This brings goodies such as a configurable user interface and multi-threaded timeline view.
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- Aug 16, 2015
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Yuri Kunde Schlesner authored
Fixes glitchy garbage in Fire Emblem 3D scenes.
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Yuri Kunde Schlesner authored
These helpers aren't really part of the kernel, and mem_map.cpp/h is going to be moved there next.
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- Jul 24, 2015
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Yuri Kunde Schlesner authored
Verified to be what GSP does via REing. Fixes invalid virt->phys translation error spam in some games.
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- Jul 23, 2015
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Subv authored
* IncomingDisplayTransfer: Triggered just before a display transfer is performed. * GSPCommandProcessed: Triggered right after a GSP command is processed. * BufferSwapped: Triggered when the frames flip
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- Jul 17, 2015
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Yuri Kunde Schlesner authored
This commit fixes several kernel object leaks. The most severe of them was threads not being removed from the private handle table used for CoreTiming events. This resulted in Threads never being released, which in turn held references to Process, causing CodeSets to never be freed when loading other applications.
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- Jul 13, 2015
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Tony Wasserka authored
This is exposed in the GUI as a new "CiTrace Recording" widget. Playback is implemented by a standalone 3DS homebrew application (which only runs reliably within Citra currently; on an actual 3DS it will often crash still).
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- Jul 12, 2015
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Subv authored
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- Jun 27, 2015
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Emmanuel Gil Peyrot authored
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- May 29, 2015
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Emmanuel Gil Peyrot authored
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- May 26, 2015
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Subv authored
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- May 22, 2015
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tfarley authored
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- May 15, 2015
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Yuri Kunde Schlesner authored
memory.cpp/h contains definitions related to acessing memory and configuring the address space mem_map.cpp/h contains higher-level definitions related to configuring the address space accoording to the kernel and allocating memory.
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- May 10, 2015
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- Apr 05, 2015
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Yuri Kunde Schlesner authored
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- Apr 03, 2015
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purpasmart96 authored
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- Mar 09, 2015
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archshift authored
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- Mar 06, 2015
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archshift authored
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- Feb 18, 2015
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Tony Wasserka authored
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- Feb 12, 2015
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Subv authored
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- Feb 11, 2015
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Kevin Hartman authored
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archshift authored
Involves making asserts use printf instead of the log functions (log functions are asynchronous and, as such, the log won't be printed in time) As such, the log type argument was removed (printf obviously can't use it, and it's made obsolete by the file and line printing) Also removed some GEKKO cruft.
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bunnei authored
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bunnei authored
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- Feb 02, 2015
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Yuri Kunde Schlesner authored
They're finally unnecessary, and will stop cluttering the application's handle table.
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Yuri Kunde Schlesner authored
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- Jan 30, 2015
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- Jan 14, 2015
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Yuri Kunde Schlesner authored
The code was previously appending the interrupt to after the end of the buffer, instead of at the end.
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Yuri Kunde Schlesner authored
Hardware testing determined that the GSP processes shared memory framebuffer update info even when no memory transfer or filling GX commands are used. They are now updated on every interrupt, which isn't confirmed correct but matches hardware behaviour more closely. This also reverts the hack introduced in #404. It made a few games behave better, but I believe it's incorrect and also breaks other games.
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Yuri Kunde Schlesner authored
PDC0 and PDC1 are both VBlank interrupts. PDC0 was being treated as a HBlank interrupt and fired many more times than it should. They now both fire together at 60 Hz. This puzzlingly *improves* apparent framerate on many applications. A few other interrupts were being fired inside the GSP command processing instead of on the actual GPU register writes, so they were moved there, which should cover direct writes tho those registers not going through the GX command queue.
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