| Commit message (Collapse) | Author | Age | Files | Lines |
| |\
| |
| | |
kernel/vm_manager: Remove usages of global system accessors
|
| | |
| |
| |
| |
| | |
Makes the dependency on the system instance explicit within VMManager's
interface.
|
| |\ \
| | |
| | | |
video_core: Silent -Wswitch warnings
|
| | | | |
|
| |\ \ \
| | | |
| | | | |
Corrections on Half Float operations: HADD2 HMUL2 and HFMA2
|
| | | | | |
|
| |\ \ \ \
| | | | |
| | | | | |
kernel/svc: Clean up wait synchronization related functionality
|
| | | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
This is a holdover from Citra, where the 3DS has both
WaitSynchronization1 and WaitSynchronizationN. The switch only has one
form of wait synchronizing (literally WaitSynchonization). This allows
us to throw out code that doesn't apply at all to the Switch kernel.
Because of this unnecessary dichotomy within the wait synchronization
utilities, we were also neglecting to properly handle waiting on
multiple objects.
While we're at it, we can also scrub out any lingering references to
WaitSynchronization1/WaitSynchronizationN in comments, and change them
to WaitSynchronization (or remove them if the mention no longer
applies).
|
| | | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
The actual behavior of this function is slightly more complex than what
we're currently doing within the supervisor call. To avoid dumping most
of this behavior in the supervisor call itself, we can migrate this to
another function.
|
| |\ \ \ \ \
| | | | | |
| | | | | | |
Allow picking a Compatibility Profile for OpenGL.
|
| | | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This option allows picking the compatibility profile since a lot of bugs
are fixed in it. We devs will use this option to easierly debug current
problems in our Core implementation.:wq
|
| |\ \ \ \ \ \
| | | | | | |
| | | | | | | |
applets: Add AppletManager and implement PhotoViewer and Error applets
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | |
| | | | | | | |
Responsible for displaying error codes and messages
|
| | | | | | | |
| | | | | | |
| | | | | | | |
As opposed to using Core::System::GetInstance()
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | |/ / / /
| |/| | | | |
|
| |\ \ \ \ \ \
| | | | | | |
| | | | | | | |
CMakeLists: Ensure we specify Unicode as the codepage on Windows
|
| | | |_|_|/ /
| |/| | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Previously we were building with MBCS, which is pretty undesirable. We
want the application to be Unicode-aware in general.
Currently, we make the command line variant of yuzu use ANSI variants of
the non-standard getopt functions that we link in for Windows, given we
only have an ANSI option-set.
We should really replace getopt with a library that we make all build
types of yuzu link in, but this will have to do for the time being.
|
| |\ \ \ \ \ \
| | | | | | |
| | | | | | | |
gl_state: Fix samplers memory corruption
|
| | | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
It was possible for "samplers" to be read without being written. This
addresses that.
|
| |\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
Fix flipping on some games by applying Y direction register
|
| | | |_|_|/ / /
| |/| | | | | |
|
| |\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
gl_shader_decompiler: Disable variable AOFFI on unsupported devices
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| |\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
service/audctl: Implement GetTargetVolumeMin() and GetTargetVolumeMax()
|
| | | |_|/ / / / /
| |/| | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
These two service functions are literally hardcoded to always return
these values without any other error checking.
|
| |\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
Support compressed formats on linear textures.
|
| | | |_|_|/ / / /
| |/| | | | | | |
|
| |\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
GPU Manager: Implement ReadBlockUnsafe and WriteBlockUnsafe
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
This detects when a GPU Memory Block is not continous within host cpu
memory.
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Use ReadBlockUnsafe on TIC and TSC reading as memory is never flushed
from host GPU there.
|
| | |/ / / / / / / |
|
| |\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
Implement Kepler Memory on both Linear and BlockLinear.
|
| | | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
iterators.
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|