- Jul 19, 2019
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Lioncash authored
Provides operational symmetry for the respective structures.
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Lioncash authored
The return value is a u32, not an s32, so this would result in an implicit signedness conversion.
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Lioncash authored
This is the default behavior of the copy constructor, so it doesn't need to be specified. While we're at it we can make the other non-default constructor explicit.
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Lioncash authored
Results in less work being done where avoidable.
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Lioncash authored
Same thing, but potentially allows a standard library implementation to pick a more efficient codepath.
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Lioncash authored
It's what it's there for.
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Lioncash authored
Ensures that the constructor members are always initialized in the order that they're declared in.
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Lioncash authored
Prevents a truncation warning from occurring with MSVC. Also the internal data structures already treat it as a size_t, so this is just a discrepancy in the interface.
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Lioncash authored
Previously, quite a few functions were being linked with external linkage.
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Lioncash authored
Makes it explicit that the conversions here are intentional.
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- Jul 18, 2019
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bunnei authored
kernel/process: Allocate the process' TLS region during initialization
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bunnei authored
shader-ir: Minor cleanup-related changes
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David authored
Kernel: Downgrade WaitForAddress and SignalToAddress messages to Trace.
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Fernando Sahmkow authored
This messages were originally set as warnning since few games used these svcs and it was needed for debugging. This is no longer the case.
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- Jul 17, 2019
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Fernando Sahmkow authored
shader/decode/other: Correct branch indirect argument within BRA handling
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Rodrigo Locatti authored
core: Remove CurrentArmInterface() global accessor
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- Jul 16, 2019
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Lioncash authored
These are std::shared_ptr instances underneath the hood, which means copying them isn't as cheap as a regular pointer. Particularly so on weakly-ordered systems. This avoids atomic reference count increments and decrements where they aren't necessary for the core set of operations.
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Lioncash authored
This is more accurate in terms of describing what the functions are actually doing. Temporal relates to time, not the setting of a temporary itself.
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Lioncash authored
Removes unnecessary header dependencies.
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Fernando Sahmkow authored
shader/track: Track indirect buffers
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- Jul 15, 2019
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Fernando Sahmkow authored
gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
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bunnei authored
GPU: Fixes to Texture Cache and Include Microprofiles for GL State/BufferCopy/Macro Interpreter
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ReinUsesLisp authored
While changing this code, simplify tracking code to allow returning the base address node, this way callers don't have to manually rebuild it on each invocation.
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- Jul 14, 2019
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bunnei authored
buffer_cache: Implement a generic buffer cache and its OpenGL backend
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
Implement MapPhysicalMemory/UnmapPhysicalMemory
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Fernando Sahmkow authored
shader/texture: Add F16 support for TLDS
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Flame Sage authored
Finalize Azure Pipelines Definitions
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Zach Hilman authored
d
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- Jul 13, 2019
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Lioncash authored
Replaces the final usage of the global accessor function and removes it. Removes one more enabler of global state.
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- Jul 12, 2019
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Zach Hilman authored
"AudioRenderer" thread should have a unique name
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David Marcec authored
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David Marcec authored
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