- Apr 30, 2020
- Apr 29, 2020
-
-
David authored
externals: Update dynarmic to e7166e8b
-
MerryMage authored
-
bunnei authored
Dump RomFS command to include Updates
-
Mat M authored
Don't fail silently for vi, sm, set and ns services
-
Mat M authored
physical_core: Make use of std::make_unique instead of std::make_shared in ctor
-
David Marcec authored
-
- Apr 28, 2020
-
-
bunnei authored
shader/memory_util: Deduplicate code
-
Mat M authored
kernel: Bad GetInfo ids should not be marked as stubs
-
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.
-
Mat M authored
style: Change AMs & Glues error codes to be dec instead of hex
-
David Marcec authored
Consistency for the rest of the error codes in the codebase
-
- Apr 27, 2020
-
-
bunnei authored
vi: Don't let uninitialized data pass as a response for SetBufferCount
-
Fernando Sahmkow authored
vk_renderpass_cache: Pack renderpass cache key and unify keys
-
Fernando Sahmkow authored
vk_memory_manager: Remove unified memory model flag
-
Mat M authored
services: hid: Stub StopSevenSixAxisSensor.
-
bunnei authored
Optimize GPU Command Lists and Introduce Fast GPU Time Option
-
- Apr 26, 2020
-
-
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.
-
bunnei authored
Fix "Port citra-emu/citra#4956: "Fixes to game list sorting" #3611"
-
bunnei authored
service: Update function tables
-
Rodrigo Locatti authored
{gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
-
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.
-
bunnei authored
configuration: Add Restore Default and Clear options to hotkeys
-
bunnei authored
configure_input_player: Use slider to edit modifier scale
-
- Apr 25, 2020
-
-
M&M authored
- Used by The Legend of Zelda: Breath of the Wild v1.6.0
-
Vitor Kiguchi authored
-
bunnei authored
vulkan/wrapper: Sort physical devices
-
bunnei authored
decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
-
bunnei authored
svc: Re-add MapProcessCodeMemory/UnmapProcessCodeMemory
-
ReinUsesLisp authored
Sometimes for unknown reasons NVN games can bind a render target format of 0. This may be a yuzu bug. With the commits before this the formats were specified without being "packed", assuming all formats and texceptions will be written like in the color_attachments vector. To address this issue, iterate all render targets and pack them as they are valid. This way they will match color_attachments. - Fixes validation errors and graphical issues on Breath of the Wild.
-
- Apr 24, 2020
-
-
Kewlan authored
-
bunnei authored
shader/arithmetic_integer: Fix LEA_IMM encoding
-
Fernando Sahmkow authored
-
Zach Hilman authored
Fix -Werror=conversion and -Wdeprecated-copy issues
-
Markus Wick authored
-
Markus Wick authored
-
David Marcec authored
Currently SetBufferCount doesn't write to the out buffer which then contains uninitialized data. This leads to non-zero data which leads to responding with different error codes
-
bunnei authored
frontend/filesystem: Add a trailing separator to the string path
-
Lioncash authored
We can also allow unicorn to be constructed in 32-bit mode or 64-bit mode to satisfy the need for both interpreter instances. Allows this code to compile successfully of non x86-64 architectures.
-