- 02 Sep, 2018 1 commit
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Lioncash authored
We don't need to do the lookup if the path is considered empty currently.
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- 01 Sep, 2018 2 commits
- 31 Aug, 2018 17 commits
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Lioncash authored
The follow-up to e2457418, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers.
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fearlessTobi authored
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bunnei authored
Various fixes and improvements to rasterizer cache 2: Electric Boogaloo
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
- Use a single cached page map. - Fix calculation of ending page.
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greggameplayer authored
* Implement BC6H_UF16 & BC6H_SF16 Require by ARMS * correct coding style * correct coding style part 2
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bunnei authored
core: Make the main System class use the PImpl idiom
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bunnei authored
Report correct shader size.
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bunnei authored
Add predicate comparison 14 (GreaterEqualWithNan)
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Lioncash authored
core.h is kind of a massive header in terms what it includes within itself. It includes VFS utilities, kernel headers, file_sys header, ARM-related headers, etc. This means that changing anything in the headers included by core.h essentially requires you to rebuild almost all of core. Instead, we can modify the System class to use the PImpl idiom, which allows us to move all of those headers to the cpp file and forward declare the bulk of the types that would otherwise be included, reducing compile times. This change specifically only performs the PImpl portion.
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Markus Wick authored
Seems like this was an oversee in regards to 1fd979f5 It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong.
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Hexagon12 authored
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bunnei authored
yuzu: Show game compatibility in the game list (PR ported from Citra)
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Laku authored
* Implement POPC * implement invert
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- 30 Aug, 2018 4 commits
- 29 Aug, 2018 6 commits
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tech4me authored
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fearlessTobi authored
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fearlessTobi authored
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liushuyu authored
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bunnei authored
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Lioncash authored
As means to pave the way for getting rid of global state within core, This eliminates kernel global state by removing all globals. Instead this introduces a KernelCore class which acts as a kernel instance. This instance lives in the System class, which keeps its lifetime contained to the lifetime of the System class. This also forces the kernel types to actually interact with the main kernel instance itself instead of having transient kernel state placed all over several translation units, keeping everything together. It also has a nice consequence of making dependencies much more explicit. This also makes our initialization a tad bit more correct. Previously we were creating a kernel process before the actual kernel was initialized, which doesn't really make much sense. The KernelCore class itself follows the PImpl idiom, which allows keeping all the implementation details sealed away from everything else, which forces the use of the exposed API and allows us to avoid any unnecessary inclusions within the main kernel header.
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- 28 Aug, 2018 10 commits
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bunnei authored
gpu: Make memory_manager private
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bunnei authored
gl_rasterizer: Remove unused variables
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bunnei authored
hle/result: Make ResultVal's move constructor as noexcept
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bunnei authored
gl_shader_cache: Remove unused program_code vector in GetShaderAddress()
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Lioncash authored
Given std::vector is a type with a non-trivial destructor, this variable cannot be optimized away by the compiler, even if unused. Because of that, something that was intended to be fairly lightweight, was actually allocating 32KB and deallocating it at the end of the function.
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Lioncash authored
Makes the class interface consistent and provides accessors for obtaining a reference to the memory manager instance. Given we also return references, this makes our more flimsy uses of const apparent, given const doesn't propagate through pointers in the way one would typically expect. This makes our mutable state more apparent in some places.
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Lioncash authored
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bunnei authored
yuzu: Fix two stupid errors made in #1141
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Lioncash authored
Many containers within the standard library provide different behaviors based on whether or not a move constructor/assignment operator can be guaranteed not to throw or not. Notably, implementations will generally use std::move_if_noexcept (or an internal implementation of it) to provide strong exception guarantees. If a move constructor potentially throws (in other words, is not noexcept), then certain behaviors will create copies, rather than moving the values. For example, consider std::vector. When a std::vector calls resize(), there are two ways the elements can be relocated to the new block of memory (if a reallocation happens), by copy, or by moving the existing elements into the new block of memory. If a type does not have a guarantee that it will not throw in the move constructor, a copy will happen. However, if it can be guaranteed that the move constructor won't throw, then the elements will be moved. This just allows ResultVal to be moved instead of copied all the time if ever used in conjunction with containers for whatever reason.
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fearlessTobi authored
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