- Apr 30, 2020
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Dan authored
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Mat M authored
am: IsVrModeEnabled & SetVrModeEnabled fixes
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Mat M authored
am: GetFriendInvitationStorageChannelEvent
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Mat M authored
fs-srv: GetFreeSpaceSize & GetTotalSpaceSize
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Mat M authored
nim: CreateServerInterface, CreateAccessorInterface, CreateAsyncInterface
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Mat M authored
caps: Add missing service names to caps:su
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bunnei authored
psm: Mark as debug instead of warning
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bunnei authored
maxwell_3d: Fix depth clamping register
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bunnei authored
shader: Implement P2R CC, IADD Rd.CC and IADD.X
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bunnei authored
texture_cache: Reintroduce preserve_contents accurately
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bunnei authored
Revert: shader_decode: Fix LD, LDG when track constant buffer.
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David Marcec authored
Closes #3533 Turns out the functions were already implemented but just never added
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David Marcec authored
Closes #3026
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David Marcec authored
SetShimLibraryVersion, SaveScreenShotEx1 & SaveScreenShotEx2 were missing
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David Marcec authored
Closes #3829
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- Apr 29, 2020
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David authored
externals: Update dynarmic to e7166e8b
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MerryMage authored
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David Marcec authored
No point to emulate battery life. However options are broken out if we ever want to add a setting for it
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David Marcec authored
Return the proper state of vr mode for IsVrModeEnabled We should not return an error for SetVrModeEnabled. When VR Mode is turned on, it signals to lbl to turn vr mode on, not return an error code
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bunnei authored
Dump RomFS command to include Updates
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Mat M authored
Don't fail silently for vi, sm, set and ns services
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Mat M authored
physical_core: Make use of std::make_unique instead of std::make_shared in ctor
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David Marcec authored
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- Apr 28, 2020
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ReinUsesLisp authored
This temporary is not needed as we mark Rd.CC + IADD.X as unimplemented. It caused issues when tracking global buffers.
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bunnei authored
shader/memory_util: Deduplicate code
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Mat M authored
kernel: Bad GetInfo ids should not be marked as stubs
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David Marcec authored
As we currently match hardware and don't return a successful result, these should be marked as errors instead of warnings and as stubs.
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Mat M authored
style: Change AMs & Glues error codes to be dec instead of hex
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David Marcec authored
Consistency for the rest of the error codes in the codebase
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- Apr 27, 2020
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ReinUsesLisp authored
Using deko3d as reference: https://github.com/devkitPro/deko3d/blob/4e47ba0013552e592a86ab7a2510d1e7dadf236a/source/maxwell/gpu_3d_state.cpp#L42 We were using bits 3 and 4 to determine depth clamping, but these are the same both enabled and disabled: state->depthClampEnable ? 0x101A : 0x181D The same happens on Nvidia's OpenGL driver, where they do something like this (default capabilities, GL 4.5 compatibility): (state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c There's always a difference between the first bits in this register, but bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This commit changes yuzu's behaviour to use bit 11 to determine depth clamping. - Fixes depth issues on Super Mario Odyssey's intro.
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bunnei authored
vi: Don't let uninitialized data pass as a response for SetBufferCount
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Fernando Sahmkow authored
vk_renderpass_cache: Pack renderpass cache key and unify keys
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Fernando Sahmkow authored
vk_memory_manager: Remove unified memory model flag
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Mat M authored
services: hid: Stub StopSevenSixAxisSensor.
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bunnei authored
Optimize GPU Command Lists and Introduce Fast GPU Time Option
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- Apr 26, 2020
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ReinUsesLisp authored
This reverts commit 94b0e2e5. preserve_contents proved to be a meaningful optimization. This commit reintroduces it but properly implemented on OpenGL. We have to make sure the clear removes all the previous contents of the image. It's not currently implemented on Vulkan because we can do smart things there that's preferred to be introduced in a separate commit.
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bunnei authored
Fix "Port citra-emu/citra#4956: "Fixes to game list sorting" #3611"
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bunnei authored
service: Update function tables
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Rodrigo Locatti authored
{gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
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ReinUsesLisp authored
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as well as shader decoder code. While we are at it, fix a bug in gl_shader_cache where compute shaders had an start offset of a stage shader.
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