- 15 Aug, 2018 2 commits
- 14 Aug, 2018 8 commits
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Lioncash authored
We already have an equivalent in place for the 32-bit ARM architecture, so we should also have one for the newer 64-bit ARM architecture as well.
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Lioncash authored
These currently aren't used and contain commented out source code that corresponds to Dolphin's JIT. Given our CPU code is organized quite differently, we shouldn't be keeping this around (at the moment it just adds to compile times marginally).
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bunnei authored
audout_u: Correct IAudioOut initializer list order
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bunnei authored
Fix BC7U
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bunnei authored
renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.
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James Rowe authored
logging/backend: Use const reference to refer to log filter
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Lioncash authored
The filter is returned via const reference, so this was making a pointless copy of the entire filter every time a message was being pushed into the logger instance.
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greggameplayer authored
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- 13 Aug, 2018 30 commits
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Mat M authored
Added missing channel devices
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Lioncash authored
Orders elements in the precise order they'll be initialized.
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bunnei authored
- Used by Breath of the Wild.
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bunnei authored
Implement RG32UI and R32UI
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bunnei authored
audio_core: Interpolate
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bunnei authored
arm_dynarmic: Remove IsExecuting check from PrepareReschedule
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Mat M authored
maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
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MerryMage authored
No longer required. HaltExecution is a no-op if it is not currently executing.
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David Marcec authored
Needed for xenoblade
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MerryMage authored
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MerryMage authored
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MerryMage authored
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bunnei authored
vfs: Use sanitized paths within MoveFile() and MoveDirectory()
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bunnei authored
card_image: Simplify return statement of GetSubdirectories()
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bunnei authored
kernel/object: Tighten object against data races
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bunnei authored
- Used by Breath of the Wild.
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bunnei authored
renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.
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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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bunnei authored
- Used by Breath of the Wild.
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bunnei authored
renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
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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
- 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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