- Jan 29, 2020
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ReinUsesLisp authored
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
This fixes crashes when a Vulkan device fails to initialize.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Delay buffer destruction some extra frames to avoid destroying buffers that are still being used from older frames. This happens on Nvidia's driver with mailbox.
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- Jan 28, 2020
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ReinUsesLisp authored
This was implemented by a previous commit and it's no longer required.
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- Jan 27, 2020
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ReinUsesLisp authored
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ReinUsesLisp authored
Layered break downs was passing "layer" as a "depth" parameter. This commit addresses that.
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ReinUsesLisp authored
This addresses the long standing issue of compatibility vs. core profiles on OpenGL, properly implementing depth vs. stencil sampling depending on the texture swizzle.
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- Jan 25, 2020
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bunnei authored
- Required for Little Town Hero to boot further.
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- Jan 24, 2020
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ReinUsesLisp authored
Some games like The Legend of Zelda: Breath of the Wild assign render targets without writing them from the fragment shader. This generates Vulkan validation errors, so silence these I previously introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The problem is that this is not what games expect. This commit reverts that change.
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- Jan 23, 2020
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FearlessTobi authored
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BreadFish64 authored
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FearlessTobi authored
This should hopefully fix compilation errors.
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FearlessTobi authored
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FearlessTobi authored
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fearlessTobi authored
An implementation of the cemuhook motion/touch protocol, this adds the ability for users to connect several different devices to citra to send direct motion and touch data to citra. Co-Authored-By:
jroweboy <jroweboy@gmail.com>
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bunnei authored
- Used by Pokemon Mystery Dungeon.
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Michael Scire authored
Certain newer unity games (Terraria, Pokemon Mystery Dungeon) require that the argument region be populated. Failure to do so results in an integer underflow in argument count, and eventually an unmapped read at 0x800000000. Providing this default fixes this. Note that the behavior of official software is as yet unverified, arguments-wise.
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- Jan 22, 2020
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Bartosz Kaszubowski authored
GUI: rename and reorder themes
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- Jan 21, 2020
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ReinUsesLisp authored
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- Jan 20, 2020
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ReinUsesLisp authored
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bunnei authored
- Fixes timestamp in ZLA and Astral Chain saves.
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bunnei authored
- We have some important audio settings, makes them more discoverable.
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ReinUsesLisp authored
This abstraction takes care of presenting accelerated and non-accelerated or "framebuffer" images to the Vulkan swapchain.
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- Jan 19, 2020
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Bartosz Kaszubowski authored
GUI/gamelist: add "None" as an option for second row and remove dynamically duplicate row options (#3309) * GUI/gamelist: add "None" as an option for second row and remove duplicated row options * fix clang-format warnings
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ReinUsesLisp authored
Also updates sirit to include atomic instructions.
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Léo Lam authored
This significantly reduces unnecessary disk writes and space usage when building Citra. libcore.a is now only ~1MB rather than several hundred megabytes.
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- Jan 18, 2020
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ReinUsesLisp authored
This fixes template resolution considering GLboolean an integer instead of a bool.
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ReinUsesLisp authored
Front face was being forced to a certain value when cull face is disabled. Set a default value on initialization and drop the forcefully set front facing value with culling disabled.
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Markus Wick authored
This allows us to create a fastmem arena within the memory.cpp helpers.
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Markus Wick authored
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Markus Wick authored
It is currently a std::vector, however we might want to replace it with a more fancy allocator. So we can't use the C++ iterators any more.
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James Rowe authored
The information is duplicated in the brand string and the telemetry field is unused
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ReinUsesLisp authored
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ReinUsesLisp authored
Use Visit instead of reimplementing it. Fixes unimplemented negations for condition codes.
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- Jan 17, 2020
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TotalCaesar659 authored
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ReinUsesLisp authored
This abstraction is Vulkan's equivalent to OpenGL's rasterizer. It takes care of joining all parts of the backend and rendering accordingly on demand.
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