- Sep 08, 2018
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bunnei authored
yuzu: fix title bar display
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bunnei authored
audio_renderer: Rename AudioOut instance to audio_out
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MerryMage authored
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Pengfei Zhu authored
Previously the version number got hidden after starting a game.
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bunnei authored
gl_rasterizer: Use baseInstance instead of moving the buffer points.
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bunnei authored
yuzu: Move GameListWorker to its own source files
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bunnei authored
This hopefully helps our cache not to redundant upload the vertex buffer. # Conflicts: # src/video_core/renderer_opengl/gl_rasterizer.cpp
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Patrick Elsässer authored
* video_core: Arithmetic overflow fix for gl_rasterizer - Fixed warnings, which were indicating incorrect behavior from integral promotion rules and types larger than those in which arithmetic is typically performed. - Added const for variables where possible and meaningful. * Changed the casts from C to C++ style Changed the C-style casts to C++ casts as proposed. Took also care about signed / unsigned behaviour.
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bunnei authored
core: Migrate current_process pointer to the kernel
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bunnei authored
externals: Update dynarmic to 9594465
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- Sep 07, 2018
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MerryMage authored
9594465 A64: Implement FastDispatchHint 2be95f2 A32: Implement FastDispatchHint 96f23ac ir/terminal: Add FastDispatchHint f5ca9e9 A64: Implement SQDMULH's scalar variant af8bea5 ir: Add opcodes for scalar signed saturated doubling multiplies fed4220 A64: Implement SQDMULH's vector variant 72eb6ad ir: Add opcodes for signed saturated doubling multiplies 0f8ae84 externals: Update catch to 2.4.0 235165b A64: Implement SQABS' scalar variant 1adca93 A64: Implement SQABS' vector variant. f978c44 ir: Add opcodes for signed saturated absolute values d895a84 emit_x64_floating_point: EmitFPToFixed: maxsd optimization c624fe3 emit_x64_floating_point: ZeroIfNaN: pxor -> xorps e987a84 IR: Simplify FP{Single,Double}ToFixed{U,S}{32,64} f1babc8 externals: Update catch to 2.3.0 a0c587a A32/decoder: Add missing <algorithm> includes
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Lioncash authored
This has gotten sufficiently large enough to warrant moving it to its own source files. Especially given it dumps the file_sys headers around code that doesn't use it for the most part. This'll also make it easier to introduce a type alias for the compatibility list, so a large unordered_map type declaration doesn't need to be specified all the time (we don't want to propagate the game_list_p.h include via the main game_list.h header).
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bunnei authored
Port #3804 from Citra - Better Title Bar Display
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CaptV0rt3x authored
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CaptV0rt3x authored
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Lioncash authored
Given we now have the kernel as a class, it doesn't make sense to keep the current process pointer within the System class, as processes are related to the kernel. This also gets rid of a subtle case where memory wouldn't be freed on core shutdown, as the current_process pointer would never be reset, causing the pointed to contents to continue to live.
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- Sep 06, 2018
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bunnei authored
file_sys/{nca_patch, patch_manager}: Amend unnecessary/missing includes.
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bunnei authored
frontend: Set swap interval to 0
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bunnei authored
core/core: Remove unnecessary sm/controller include
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bunnei authored
video_core/CMakeLists: Add missing gl_buffer_cache.h
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bunnei authored
video_core/gl_buffer_cache: Minor tidying changes
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bunnei authored
gl_rasterizer: Call state.Apply only once on SetupShaders.
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bunnei authored
gl_shader_decompiler: Implement saturate mode for IPA.
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bunnei authored
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bunnei authored
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Lioncash authored
Ensures that the cache always has a deterministic initial state.
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Lioncash authored
GetHandle() internally calls GetHandle() on the stream_buffer instance, which is a const member function, so this can be made const as well.
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Lioncash authored
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Lioncash authored
Implicit conversions during construction isn't desirable here.
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Lioncash authored
Without this, the header file won't show up by default within IDEs such as Visual Studio.
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Lioncash authored
The only reason this include was necessary, was because the constructor wasn't defaulted in the cpp file and the compiler would inline it wherever it was used. However, given Controller is forward declared, all those inlined constructors would see an incomplete type, causing a compilation failure. So, we just place the constructor in the cpp file, where it can see the complete type definition, allowing us to remove this include.
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Lioncash authored
Orders the elements in the initializer list in the order they're specified in the class. This prevents compiler warnings about initialization order.
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Lioncash authored
romfs.h doesn't need to be included in the header, the only real dependency here is common's swap.h that needs to be included.
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Lioncash authored
These includes were previously being satisfied indirectly.
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bunnei authored
gl_shader_gen: Initialize position.
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fearlessTobi authored
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Markus Wick authored
IMO the old code is fine, but nvidia raises shader compiler warnings. Trivial fix through...
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bunnei authored
gl_rasterizer: Implement a VAO cache.
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bunnei authored
shader_decompiler: Implemented IPA Properly (Stage 1)
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FernandoS27 authored
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