- Feb 21, 2019
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bunnei authored
video_core: Remove usages of System::GetInstance() within the engines
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Jungy authored
* Fixes Unicode Key File Directories Adds code so that when loading a file it converts to UTF16 first, to ensure the files can be opened. Code borrowed from FileUtil::Exists. * Update src/core/crypto/key_manager.cpp Co-Authored-By:
Jungorend <Jungorend@users.noreply.github.com> * Update src/core/crypto/key_manager.cpp Co-Authored-By:
Jungorend <Jungorend@users.noreply.github.com> * Using FileUtil instead to be cleaner. * Update src/core/crypto/key_manager.cpp Co-Authored-By:
Jungorend <Jungorend@users.noreply.github.com>
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bunnei authored
service/nvflinger: Relocate definitions of Layer and Display to the vi service
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- Feb 19, 2019
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Lioncash authored
These are more closely related to the vi service as opposed to the intermediary nvflinger. This also places them in their relevant subfolder, as future changes to these will likely result in subclassing to represent various displays and services, as they're done within the service itself on hardware. The reasoning for prefixing the display and layer source files is to avoid potential clashing if two files with the same name are compiled (e.g. if 'display.cpp/.h' or 'layer.cpp/.h' is added to another service at any point), which MSVC will actually warn against. This prevents that case from occurring. This also presently coverts the std::array introduced within f45c25aa back to a std::vector to allow the forward declaration of the Display type. Forward declaring a type within a std::vector is allowed since the introduction of N4510 (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4510.html) by Zhihao Yuan.
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bunnei authored
vk_resource_manager: Implement fence and command buffer allocator
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- Feb 17, 2019
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bunnei authored
audio_core/buffer: Make const and non-const getter for samples consistent
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- Feb 16, 2019
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bunnei authored
address_arbiter: Use nested namespaces where applicable
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bunnei authored
renderer_opengl: respect the sRGB colorspace for the screenshot feature
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bunnei authored
Port citra-emu/citra#4197: "threadsafe_queue: Add PopWait and use it where possible "
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Lioncash authored
This way proper const/non-const selection can occur.
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Lioncash authored
A fairly trivial change. Other sections of the codebase use nested namespaces instead of separate namespaces here. This one must have just been overlooked.
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Lioncash authored
Avoids the use of the global accessor in favor of explicitly making the system a dependency within the interface.
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James Rowe authored
core_timing: De-globalize core_timing facilities
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Lioncash authored
Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces.
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- Feb 15, 2019
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B3n30 authored
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B3n30 authored
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fearlessTobi authored
Previously, we were completely ignoring for screenshots whether the game uses RGB or sRGB. This resulted in screenshot colors that looked off for some titles.
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bunnei authored
gl_rasterizer_cache: Get rid of variable shadowing
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bunnei authored
gl_shader_decompiler: Re-implement TLDS lod
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- Feb 14, 2019
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ReinUsesLisp authored
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ReinUsesLisp authored
Handles a pool of resources protected by fences. Manages resource overflow allocating more resources. This class is intended to be used through inheritance.
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ReinUsesLisp authored
CommitFence iterates a pool of fences until one is found. If all fences are being used at the same time, allocate more.
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ReinUsesLisp authored
A fence watch is used to keep track of the usage of a fence and protect a resource or set of resources without having to inherit from their handlers.
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ReinUsesLisp authored
Fences take ownership of objects, protecting them from GPU-side or driver-side concurrent access. They must be commited from the resource manager. Their usage flow is: commit the fence from the resource manager, protect resources with it and use them, send the fence to an execution queue and Wait for it if needed and then call Release. Used resources will automatically be signaled when they are free to be reused.
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ReinUsesLisp authored
VKResource is an interface that gets signaled by a fence when it is free to be reused.
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bunnei authored
vulkan: Add dependencies and device abstraction
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bunnei authored
core_timing: Make EmptyTimedCallback a local variable
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bunnei authored
threadsafe_queue: Remove NeedSize template parameter
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- Feb 13, 2019
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Lioncash authored
Makes it consistent with the regular standard containers in terms of size representation. This also gets rid of dependence on our own type aliases, removing the need for an include.
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Lioncash authored
The necessity of this parameter is dubious at best, and in 2019 probably offers completely negligible savings as opposed to just leaving this enabled. This removes it and simplifies the overall interface.
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Lioncash authored
Given this is only used in one place, it can be moved closest to its usage site.
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bunnei authored
Implement BGRA8 framebuffer format
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bunnei authored
renderer_opengl: Remove reference to global system instance
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ReinUsesLisp authored
VKDevice contains all the data required to manage and initialize a physical device. Its intention is to be passed across Vulkan objects to query device-specific data (for example the logical device and the dispatch loader).
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Lioncash authored
We already store a reference to the system instance that the renderer is created with, so we don't need to refer to the system instance via Core::System::GetInstance()
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bunnei authored
core_timing: Rename CoreTiming namespace to Core::Timing
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bunnei authored
kepler_compute: Fixup assert and rename the engine
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- Feb 12, 2019
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Lioncash authored
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Lioncash authored
Avoids shadowing the members of the struct itself, which results in a -Wshadow warning.
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ReinUsesLisp authored
This file is intended to be included instead of vulkan/vulkan.hpp. It includes declarations of unique handlers using a dynamic dispatcher instead of a static one (which would require linking to a Vulkan library).
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