- Aug 20, 2018
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David Marcec authored
This fixes save files not loading in splatoon 2
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- Aug 17, 2018
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greggameplayer authored
* Used by Mario Tennis Aces
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- Aug 16, 2018
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greggameplayer authored
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greggameplayer authored
Require by Toki Tori and Toki Tori 2+
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- Aug 15, 2018
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Lioncash authored
Allows querying the inverse of IsDomain() to make things more readable. This will likely also be usable in the event of implementing ConvertDomainToSession().
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Lioncash authored
This should be returning a u16 according to Switch Brew.
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Lioncash authored
Using LOG_TRACE here isn't a good idea because LOG_TRACE is only enabled when yuzu is compiled in debug mode. Debug mode is also quite slow, and so we're potentially throwing away logging messages that can provide value when trying to boot games.
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Lioncash authored
The thread field serves to indicate which thread a log is related to and provides the length of the thread's name, so we can print that out, ditto for modules. Now we can know what threads are potentially spawning off logging messages (for example Lydie & Suelle bounces between MainThread and LoadingThread when initializing the game).
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Lioncash authored
Given if we hit here all is lost, we should probably be logging the break reason code and associated information to distinguish between the causes.
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- Aug 13, 2018
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Lioncash authored
Ensures both variants go through the same interface, and while we're at it, add Finalize to provide the inverse of Initialize for consistency.
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Lioncash authored
Now if changes are ever made to the behavior of the class, it doesn't involve rebuilding everything that includes the mm_u header.
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Lioncash authored
Orders elements in the precise order they'll be initialized.
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B3n30 authored
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Lioncash authored
Despite being covered by a global mutex, we should still ensure that the class handles its reference counts properly. This avoids potential shenanigans when it comes to data races. Given this is the root object that drives quite a bit of the kernel object hierarchy, ensuring we always have the correct behavior (and no races) is a good thing.
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David Marcec authored
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David Marcec authored
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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 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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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
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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Lioncash authored
This function doesn't modify instance state, so the const qualifier can be added to it.
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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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David Marcec authored
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David Marcec authored
GetAudioRendererSampleRate is set as a "STUB" as a game could check if the sample rate it sent and the sample rate it wants don't match. Just a thought of something which could happen so keeping it as stub for the mean time
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David Marcec authored
Needed for Retro City Rampage to go in game
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Zach Hilman authored
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bunnei authored
- Used by Splatoon 2.
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bunnei authored
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bunnei authored
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- Aug 10, 2018
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Lioncash authored
Instead, we make a struct for renderer settings and allow the renderer to update all of these settings, getting rid of the need for global-scoped variables. This also uncovered a few indirect inclusions for certain headers, which this commit also fixes.
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- Aug 09, 2018
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Lioncash authored
This is simply copied by value, so there's no need to make it a modifiable reference. While we're at it, make the names of the parameters match its definition.
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Lioncash authored
This function doesn't modify anything within the reference Thread instance.
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Zach Hilman authored
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Zach Hilman authored
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- Aug 08, 2018
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Lioncash authored
Given elements inserted into a vector are zeroed out, we can just copy MAX_LEN - 1 elements and the data will already be properly null terminated.
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Lioncash authored
The current way were doing it would require copying a 768 character buffer (part of the Entry struct) to the new element in the vector. Given it's a plain array, std::move won't eliminate that. Instead, we can emplace an instance directly into the destination buffer and then fill it out, avoiding the need to perform any unnecessary copies. Given this is done in a loop, we can request the destination to allocate all of the necessary memory ahead of time, avoiding the need to potentially keep reallocating over and over on every few insertions into the vector.
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mailwl authored
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