- Aug 13, 2018
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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
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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Subv authored
Another thread might be in the middle of an SVC, thus altering the state of the schedulers.
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Subv authored
Another thread might be in the middle of a reschedule, thus altering the state of the schedulers.
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Subv authored
WakeAfterDelay might be called from any host thread, so err on the side of caution and use the thread-safe CoreTiming::ScheduleEventThreadsafe. Note that CoreTiming is still far from thread-safe, there may be more things we have to work on for it to be up to par with what we want.
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bunnei authored
vfs: Make type hierarchy objects classes instead of structs
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bunnei authored
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Subv authored
Exit from AddMutexWaiter early if the thread is already waiting for a mutex owned by the owner thread. This accounts for the possibility of a thread that is waiting on a condition variable being awakened twice in a row. Also added more validation asserts. This should fix one of the random crashes in Breath Of The Wild.
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Lioncash authored
Makes it consistent with the other VFS interfaces and prevents implicit construction.
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Lioncash authored
struct should be used when the data type is very simple or otherwise has no invariants associated with it. Given these are used to form a hierarchy, class should be used instead.
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bunnei authored
Fixed invalid cast in loader
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bunnei authored
cubeb_sink: Protect queue with a mutex
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MerryMage authored
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bunnei authored
GetAudioDeviceServiceWithRevisionInfo (Used by Bloodstained: Curse of the Moon)
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bunnei authored
Added GetAudioRendererSampleRate, GetAudioRendererSampleCount & GetAudioRendererMixBufferCount
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bunnei authored
hid: Stub DisconnectNpad()
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bunnei authored
externals: Update to SDL2-2.0.8.
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bunnei authored
GL renderer: Pick the streambuffer from citra and use them.
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Lioncash authored
This function doesn't modify instance state, so the const qualifier can be added to it.
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Lioncash authored
These don't directly modify the contained data.
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Lioncash authored
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Markus Wick authored
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Markus Wick authored
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Markus Wick authored
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Markus Wick authored
Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
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Markus Wick authored
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Markus Wick authored
Please see https://github.com/citra-emu/citra/pull/3666 for more details.
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David Marcec authored
As we're not handling any anything about the revision data for GetAudioDeviceServiceWithRevisionInfo, it's currently marked as stubbed. However for games this shouldn't affect the result. Proper revision info would be more for homebrew.
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Lioncash authored
Prevents clang-format from butchering them.
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Lioncash authored
This is required by ARMS.
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