- Jul 19, 2019
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Fernando Sahmkow authored
This commit ensures that all backing memory allocated for the Guest CPU is aligned to 256 bytes. This due to how gpu memory works and the heavy constraints it has in the alignment of physical memory.
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- Jul 18, 2019
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bunnei authored
kernel/process: Allocate the process' TLS region during initialization
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bunnei authored
shader-ir: Minor cleanup-related changes
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David authored
Kernel: Downgrade WaitForAddress and SignalToAddress messages to Trace.
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Fernando Sahmkow authored
This messages were originally set as warnning since few games used these svcs and it was needed for debugging. This is no longer the case.
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- Jul 17, 2019
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Fernando Sahmkow authored
shader/decode/other: Correct branch indirect argument within BRA handling
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Rodrigo Locatti authored
core: Remove CurrentArmInterface() global accessor
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- Jul 16, 2019
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Lioncash authored
These are std::shared_ptr instances underneath the hood, which means copying them isn't as cheap as a regular pointer. Particularly so on weakly-ordered systems. This avoids atomic reference count increments and decrements where they aren't necessary for the core set of operations.
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Lioncash authored
This is more accurate in terms of describing what the functions are actually doing. Temporal relates to time, not the setting of a temporary itself.
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Lioncash authored
Removes unnecessary header dependencies.
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Fernando Sahmkow authored
shader/track: Track indirect buffers
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- Jul 15, 2019
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Fernando Sahmkow authored
gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
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bunnei authored
GPU: Fixes to Texture Cache and Include Microprofiles for GL State/BufferCopy/Macro Interpreter
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ReinUsesLisp authored
While changing this code, simplify tracking code to allow returning the base address node, this way callers don't have to manually rebuild it on each invocation.
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- Jul 14, 2019
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bunnei authored
buffer_cache: Implement a generic buffer cache and its OpenGL backend
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
Implement MapPhysicalMemory/UnmapPhysicalMemory
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Fernando Sahmkow authored
shader/texture: Add F16 support for TLDS
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Flame Sage authored
Finalize Azure Pipelines Definitions
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Zach Hilman authored
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- Jul 13, 2019
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Lioncash authored
Replaces the final usage of the global accessor function and removes it. Removes one more enabler of global state.
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- Jul 12, 2019
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Zach Hilman authored
"AudioRenderer" thread should have a unique name
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David Marcec authored
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David Marcec authored
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David Marcec authored
Creating multiple "AudioRenderer" threads cause the previous thread to be overwritten. The thread will name be renamed to AudioRenderer-InstanceX, where X is the current instance number.
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- Jul 11, 2019
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Michael Scire authored
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bunnei authored
Implement a New Shader Scanner, Decompile Flow Stack and implement BRX BRA.CC
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ReinUsesLisp authored
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bunnei authored
Restore memory perms on svcUnmapMemory/UnloadNro
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bunnei authored
core/arm: Remove obsolete Unicorn memory mapping
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bunnei authored
service/am: Implement SetAutoSleepDisabled/IsAutoSleepDisabled
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Lioncash authored
This simply queries whether or not auto-sleep facilities are disabled and has no special handling. It's a basic getter function.
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Lioncash authored
Provides a basic implementation of SetAutoSleepDisabled. Until idle handling is implemented, this is about the best we can do. In the meantime, provide a rough documenting of specifics that occur when this function is called on actual hardware.
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