| Commit message (Collapse) | Author | Age | Files | Lines |
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service: time: Implement CalculateStandardUserSystemClockDifferenceByUser.
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- Used by Animal Crossing: New Horizons.
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decode/shift: Remove unused variable within Shift()
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Removes a redundant variable that is already satisfied by the IsFull()
utility function.
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surface_view: Add missing operator!= to ViewParams
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Provides logical symmetry to the interface.
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gl_device: Mark stage_swizzle as constexpr
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Previously this was mutable even though it shouldn't be.
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surface_base: Make IsInside() a const member function
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This doesn't modify internal state, so this can be made const.
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control_flow: Make use of std::move in TryInspectAddress()
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Eliminates redundant atomic reference count increments and decrements.
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video_core: Amend doxygen comment references
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Fixes broken documentation references.
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Texture Cache: Read current data when flushing a 3D segment.
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This PR corrects flushing of 3D segments when data of other segments is
mixed, this aims to preserve the data in place.
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shader/memory: Implement RED.E.ADD and minor changes to ATOM
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Implements a reduction operation. It's an atomic operation that doesn't
return a value.
This commit introduces another primitive because some shading languages
might have a primitive for reduction operations.
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CMakeLists: Make -Wreorder a compile-time error
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This can result in silent logic bugs within code, and given the amount
of times these kind of warnings are caused, they should be flagged at
compile-time so no new code is submitted with them.
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gl_rasterizer: Implement constant vertex attributes
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Credits go to gdkchan from Ryujinx for finding constant attributes are
used in retail games.
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maxwell_to_vk: Add uint16 vertex formats
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Avoid invalid fallbacks.
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gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
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From my testing on a Splatoon 2 shader that takes 3800ms on average to
compile changing to FullDecompile reduces it to 900ms on average.
The shader decoder will automatically fallback to a more naive method if
it can't use full decompile.
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gl_texture_cache: Fix layered texture attachment base level
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The base level is already included in the texture view. If we specify
the base level in the texture again, this will end up in the incorrect
level and potentially out of bounds.
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shader/arithmetic: Add FCMP_CR variant
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Adds another variant of FCMP.
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Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
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This reverts commit 05cf27083608bebd3ee4c38f2f948c8f2030f881.
Apparently the first approach using floats instead of bitfieldInert
worked better for Fire Emblem: Three Houses. Reverting to get that
behavior back.
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vk_blit_screen: Initialize all members in VkPipelineViewportStateCreateInfo
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When the dynamic state is specified, pViewports and pScissors are
ignored, quoting the specification:
pViewports is a pointer to an array of VkViewport structures, defining
the viewport transforms. If the viewport state is dynamic, this member
is ignored.
That said, AMD's proprietary driver itself seem to read it regardless of
what the specification says.
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vk_rasterizer: Default to 1 viewports with a size of 0
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Silence validation layer errors.
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This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
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service: friend: Stub IFriendService::GetBlockedUserListIds.
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- This is safe to stub, as there should be no adverse consequences from reporting no blocked users.
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file_sys: patch_manager: Return early when there are no layers to apply.
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renderer_vulkan: Drop Vulkan-Hpp
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gl_rasterizer: Implement line widths and smooth lines
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Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
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texture_cache: Remove preserve_contents
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