- May 14, 2015
- May 13, 2015
-
-
bunnei authored
dyncom: Fix decoding of BKPT's immediate
-
bunnei authored
Install a .desktop file to make citra-qt launchable from DE menus
-
Lioncash authored
A shift here is intended since the representation is imm12:imm4
-
Emmanuel Gil Peyrot authored
-
bunnei authored
-
bunnei authored
PTM: Changed the ptm services to be like the IR, HID, and APT services.
-
- May 12, 2015
-
-
Yuri Kunde Schlesner authored
GPU: add more fine grained profiling for vertex shader and rasterization
-
Yuri Kunde Schlesner authored
-
bunnei authored
Core/Memory: Add TLS support for creating up to 300 threads
-
bunnei authored
Thread: Remove the idle thread
-
bunnei authored
Core/Scheduling: Prepare the new priority in the thread queue when svcSetPriority is called
-
bunnei authored
vfp: Handle flush-to-zero mode.
-
bunnei authored
dyncom: Stub MCRR and MRRC
-
Yuri Kunde Schlesner authored
Instead just use nullptr to represent no thread is active.
-
Subv authored
-
Yuri Kunde Schlesner authored
Core/HLE: Implemented the SVCs GetProcessId and GetProcessIdOfThread
-
Subv authored
-
purpasmart96 authored
IR, HID, and APT services.
-
- May 11, 2015
-
-
Subv authored
-
Lioncash authored
There's no other coprocessor outside the VFP (which has its own VMOV variants) in which the MPCore can send/retrieve data from. Stubbed so citra won't crash and burn on the odd chance someone actually tries to use these.
-
archshift authored
NWM_UDS: Fix a typo in the nwm service port name
-
purpasmart96 authored
-
Lioncash authored
-
bunnei authored
Thread: Correctly set main thread initial stack position
-
Subv authored
-
Tony Wasserka authored
Implement I4 texture format
-
Yuri Kunde Schlesner authored
-
archshift authored
@neobrain, could you confirm that this is correct? It's been tested with various different games and fixes different textures, including in Animal Crossing, Kirby Triple Deluxe, and SMB3D.
-
archshift authored
Fix crashes due to un-initialized GSP shared memory
-
Lioncash authored
Give each emulated thread it's own TLS memory
-
- May 10, 2015
-
-
Subv authored
-
Subv authored
The TLS area for thread T with id Ti is located at TLS_AREA_VADDR + (Ti - 1) * 0x200. This allows some games like Mario Kart 7 to continue further.
-
Yuri Kunde Schlesner authored
-
Yuri Kunde Schlesner authored
-
Yuri Kunde Schlesner authored
This works around crashes related to GSP/HID/etc. shared memory blocks having garbage values. The proper fix requires proper management of mapped memory blocks in the process.
-
Yuri Kunde Schlesner authored
-
bunnei authored
GPU improvements
-