- 24 Apr, 2018 24 commits
-
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
Lioncash authored
-
bunnei authored
Service/FS: implement IFileSystem::RenameFile
-
mailwl authored
-
bunnei authored
GPU: Support multiple enabled vertex arrays.
-
- 23 Apr, 2018 12 commits
-
-
bunnei authored
Kernel: Reworked the new kernel synchronization primitives.
-
bunnei authored
Nvdrv/nvhost-as-gpu: Implemented the ioctl REMAP command.
-
bunnei authored
Nvdrv: Assert when receiving an unimplemented ioctl in the nv* handlers.
-
bunnei authored
GPU: Make the GPU virtual memory manager use 16 page bits and 10 pagetable bits.
-
bunnei authored
GPU: Implement the RGB10_A2 RenderTarget format
-
Subv authored
The vertex arrays will be copied to the stream buffer one after the other, and the attributes will be set using the ARB_vertex_attrib_binding extension. yuzu now thus requires OpenGL 4.3 or the ARB_vertex_attrib_binding extension.
-
Subv authored
Verified with a hwtest and implemented based on reverse engineering. Thread A's priority will get bumped to the highest priority among all the threads that are waiting for a mutex that A holds. Once A releases the mutex and ownership is transferred to B, A's priority will return to normal and B's priority will be bumped.
-
Subv authored
Also added a consistency check and a comment for the case when the object id is different than its handle. The real nvservices doesn't make a distinction between ids and handles, each object gets an unique handle which doubles as its id.
-
Subv authored
It takes a previously-reserved (AllocateSpace) GPU memory address and maps it to the address of the nvmap object passed to Remap.
-
Subv authored
-
Subv authored
Also removed some dead code and added memory map consistency asserts.
-
Subv authored
GPU: Implement the RGB10_A2 RenderTarget format, it will use the same format as the A2BGR10 texture format.
-
- 22 Apr, 2018 1 commit
-
-
bunnei authored
GPU: Implement the A2BGR10 texture format.
-
- 21 Apr, 2018 3 commits
-
-
Subv authored
-
bunnei authored
SDL2: Implement fullscreen. (Original PR: citra-emu/citra#3607)
-
adityaruplaha authored
-