- 24 Nov, 2018 4 commits
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FernandoS27 authored
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FernandoS27 authored
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bunnei authored
shader_cache: Only lock covered instructions.
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bunnei authored
software_keyboard: Minor changes
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- 23 Nov, 2018 7 commits
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bunnei authored
applets: Add StubApplet and use it as fallback when AppletId is not implemented
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bunnei authored
core: Relocate CPU core management to its own class
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bunnei authored
common/thread: Minor cleanup
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Hexagon12 authored
* Added predicate comparison LessEqualWithNan * oops * Clang fix
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bunnei authored
gl_shader_decompiler: Fix register overwriting on texture calls
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bunnei authored
Properly Implemented TXQ Instruction
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bunnei authored
nvhost_ctrl_gpu: Implement IoctlGetGpuTime.
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- 22 Nov, 2018 22 commits
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Zach Hilman authored
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Mat M authored
debug_pad: Avoid loading input for nonexistent buttons (Home and Screenshot)
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Zach Hilman authored
Prevents memory exceptions when the debug pad is enabled.
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bunnei authored
maxwell_3d: Implement alternate blend equations.
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bunnei authored
audout_u: Add support for multiple IAudioOut streams.
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bunnei authored
macro_interpreter: Implement AddWithCarry and SubtractWithBorrow.
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Lioncash authored
Keeps the CPU-specific behavior from being spread throughout the main System class. This will also act as the home to contain member functions that perform operations on all cores. The reason for this being that the following pattern is sort of prevalent throughout sections of the codebase: If clearing the instruction cache for all 4 cores is necessary: Core::System::GetInstance().ArmInterface(0).ClearInstructionCache(); Core::System::GetInstance().ArmInterface(1).ClearInstructionCache(); Core::System::GetInstance().ArmInterface(2).ClearInstructionCache(); Core::System::GetInstance().ArmInterface(3).ClearInstructionCache(); This is kind of... well, silly to copy around whenever it's needed. especially when it can be reduced down to a single line. This change also puts the basics in place to begin "ungrafting" all of the forwarding member functions from the System class that are used to access CPU state or invoke CPU-specific behavior. As such, this change itself makes no changes to the direct external interface of System. This will be covered by another changeset.
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bunnei authored
- Used by Undertale.
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bunnei authored
- Used by Undertale.
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bunnei authored
- Used by Undertale.
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Lioncash authored
This is inconsistent with our coding style.
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bunnei authored
Implemented Fast Layered Copy
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bunnei authored
common: Remove bit_set.h
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bunnei authored
kernel/handle_table: Minor changes
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Lioncash authored
While admirable as a means to ensure immutability, this has the unfortunate downside of making the class non-movable. std::move cannot actually perform a move operation if the provided operand has const data members (std::move acts as an operation to "slide" resources out of an object instance). Given Barrier contains move-only types such as std::mutex, this can lead to confusing error messages if an object ever contained a Barrier instance and said object was attempted to be moved.
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Lioncash authored
Simplifies the constructor interfaces for Barrier and Event classes.
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Lioncash authored
Keeps the non-member interface in one spot instead of split into two places, making it nicer to locate functions.
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Lioncash authored
This is also unused and superceded by standard functionality. The standard library provides std::this_thread::sleep_for(), which provides a much more flexible interface, as different time units can be used with it.
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Lioncash authored
This is an old function that's no longer necessary. C++11 introduced proper threading support to the language and a thread ID can be retrieved via std::this_thread::get_id() if it's ever needed.
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Lioncash authored
This is an analog of BitSet from Dolphin that was introduced to allow iterating over a set of bits. Given it's currently unused, and given that std::bitset exists, we can remove this. If it's ever needed in the future it can be brought back.
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Zach Hilman authored
This will log all data it receives, log all calls to its methods and push dummy data into both channels on execution.
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ReinUsesLisp authored
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- 21 Nov, 2018 7 commits
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Lioncash authored
These don't depend on class state, and are effectively implementation details, so they can go into the cpp file .
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Lioncash authored
The previous handle table size is a holdover from Citra. The actual handle table construct on Horizon only allows for a maximum of 1024 entries.
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Lioncash authored
We don't need to potentially inline the teardown logic of all of the handle instances.
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bunnei authored
Use default values for unknown framebuffer pixel format
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bunnei authored
gl_shader_decompiler: Use UNIMPLEMENTED when applicable
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FernandoS27 authored
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bunnei authored
am/applets: Minor cleanup
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