- 30 Apr, 2020 4 commits
- 29 Apr, 2020 6 commits
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David authored
externals: Update dynarmic to e7166e8b
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MerryMage authored
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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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- 28 Apr, 2020 6 commits
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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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- 27 Apr, 2020 6 commits
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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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- 26 Apr, 2020 13 commits
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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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bunnei authored
configuration: Add Restore Default and Clear options to hotkeys
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bunnei authored
configure_input_player: Use slider to edit modifier scale
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ReinUsesLisp authored
IADD.X Rd.CC requires some extra logic that is not currently implemented. Abort when this is hit.
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ReinUsesLisp authored
Signed integer addition overflow might be undefined behavior. It's free to change operations to UAdd and use unsigned integers to avoid potential bugs.
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ReinUsesLisp authored
IADD.X takes the carry flag and adds it to the result. This is generally used to emulate 64-bit operations with 32-bit registers.
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ReinUsesLisp authored
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ReinUsesLisp authored
P2R CC takes the state of condition codes and puts them into a register. We already have this implemented for PR (predicates). This commit implements CC over that.
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ReinUsesLisp authored
Avoid atomic counters used by shared pointers.
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- 25 Apr, 2020 5 commits
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M&M authored
- Used by The Legend of Zelda: Breath of the Wild v1.6.0
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Vitor Kiguchi authored
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bunnei authored
vulkan/wrapper: Sort physical devices
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bunnei authored
decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
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bunnei authored
svc: Re-add MapProcessCodeMemory/UnmapProcessCodeMemory
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