- 27 Jun, 2020 18 commits
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bunnei authored
caps: Use enum classes and check struct sizes on compile time
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bunnei authored
Mark invalid IPC buffers as ASSERT_OR_EXECUTE_MSG
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bunnei authored
Prevent nullptr dereference on swkbd error case
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bunnei authored
shader/half_set: Implement HSET2_IMM
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David authored
es: Update function table
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VolcaEM authored
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LC authored
btm: Give better names for unknown functions
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VolcaEM authored
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David Marcec authored
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VolcaEM authored
* btdrv: Update function table
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VolcaEM authored
* bpc: Update function tables This was based on Switchbrew page: https://switchbrew.org/wiki/PCV_services
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VolcaEM authored
* bcat: Update function tables and add missing classes
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VolcaEM authored
* am: Update function tables and add missing classes * Remove comments (1/5) * Remove comments (2/5) * Remove comments (3/5) * Remove comments (4/5) * Remove comments (5/5) * Remove unused classes (1/2) * Remove unused classes (2/2)
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VolcaEM authored
* aoc: Update function table * Remove comments
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LC authored
btm: Update function tables
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LC authored
eupld: Update function table
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VolcaEM authored
This was based on Switchbrew page: https://switchbrew.org/wiki/Error_Upload_services
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VolcaEM authored
This was based on Switchbrew page: https://switchbrew.org/wiki/ETicket_services
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- 26 Jun, 2020 8 commits
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VolcaEM authored
This was based on Switchbrew page: https://switchbrew.org/wiki/BTM_services "No comment" edition
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bunnei authored
TextureCache: Fix case where layer goes off bound.
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bunnei authored
vk_rasterizer: Don't preserve contents on full screen clears
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Morph authored
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Morph authored
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Morph authored
Updated to "yuzu Emulator Project"
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bunnei authored
memory_manager: Remove useless assertion
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Rodrigo Locatti authored
gl_shader_cache: Avoid use after move for program size
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- 25 Jun, 2020 5 commits
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bunnei authored
Add a "Open Mods Page" button to the GUI
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Rodrigo Locatti authored
gl_device: Fix IsASTCSupported to scan all targets instead of just GL_TEXTURE_2D
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David authored
hid: Stub a series of "SevenSixAxisSensor" service commands
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David Marcec authored
Other targets were never actually checked
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David Marcec authored
num_pages is an std::size_t. It will always be >= 0
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- 24 Jun, 2020 9 commits
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Morph authored
- Used by Captain Toad: Treasure Tracker Update 1.3.0 While we're at it, fix the input parameters for SetIsPalmaAllConnectable and SetPalmaBoostMode
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bunnei authored
gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness
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bunnei authored
decode/image: Implement B10G11R11F
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David Marcec authored
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Fernando Sahmkow authored
Add support for HLEing Macros
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David Marcec authored
Previously if applications would send faulty buffers(example homebrew) it would lead to us returning uninitalized data. Switching from ASSERT_MSG to ASSERT_OR_EXECUTE_MSG allows us to have a fail safe to prevent crashes but also continue execution without introducing undefined behavior
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ReinUsesLisp authored
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ReinUsesLisp authored
Making the stream buffer resident increases GPU usage significantly on some games. This seems to be addressed invalidating the stream buffer with InvalidateBufferData instead of using a Unmap + Map (with invalidation flags).
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ReinUsesLisp authored
Switch games are allowed to bind less data than what they use in a vertex buffer, the expected behavior here is that these values are read as zero. At the moment of writing this only D3D12, OpenGL and NVN through NV_vertex_buffer_unified_memory support vertex buffer with a size limit. In theory this could be emulated on Vulkan creating a new VkBuffer for each (handle, offset, length) tuple and binding the expected data to it. This is likely going to be slow and memory expensive when used on the vertex buffer and we have to do it on all draws because we can't know without analyzing indices when a game is going to read vertex data out of bounds. This is not a problem on OpenGL's BufferAddressRangeNV because it takes a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes buffers and offsets (the length is implicit in VkBuffer). It isn't a problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on IASetVertexBuffers takes SizeInBytes as a parameter (although I am not familiar with robustness on D3D12). Currently this only implements buffer ranges for vertex buffers, although indices can also be affected. A KHR_robustness profile is not created, but Nvidia's driver reads out of bound vertex data as zero anyway, this might have to be changed in the future. - Fixes SMO random triangles when capturing an enemy, getting hit, or looking at the environment on certain maps.
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