| Commit message (Collapse) | Author | Age | Files | Lines |
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video_core/control_flow: Minor changes/warning cleanup
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Provides operational symmetry for the respective structures.
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The return value is a u32, not an s32, so this would result in an
implicit signedness conversion.
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This is the default behavior of the copy constructor, so it doesn't need
to be specified.
While we're at it we can make the other non-default constructor
explicit.
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Results in less work being done where avoidable.
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Same thing, but potentially allows a standard library implementation to
pick a more efficient codepath.
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It's what it's there for.
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Ensures that the constructor members are always initialized in the order
that they're declared in.
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Prevents a truncation warning from occurring with MSVC. Also the
internal data structures already treat it as a size_t, so this is just a
discrepancy in the interface.
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an anonymous namespace
Previously, quite a few functions were being linked with external
linkage.
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Makes it explicit that the conversions here are intentional.
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Shader_Ir: Correct tracking to track from right to left
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yuzu/main: Make error messages within OnCoreError more localization-friendly
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Previously, a translated string was being appended onto another string
in a manner that doesn't allow the translator to control where the
appended text is placed. This can be a nuisance for languages where
grammar and text ordering differs from English.
We now append the strings via the format strings themselves, which
allows translators to reorder where the text will be placed.
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Downgrade and suppress a series of GPU asserts and debug messages.
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This adds some missing puller methods. We don't assert them as these are
nop operations for us.
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This log was just to know which games used DMA. It's no longer
important.
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Textures can have different components types in different orders. This
assert was completely inprecise and the effectiveness of such is better
handled by case and within the texture cache.
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This commit reduces the sevirity of asserts for FP precision and
rounding as this are well known and have little to no consequences in
gpu's accuracy.
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maxwell3d: Implement Conditional Rendering
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Conditional Rendering takes care of conditionaly clearing or drawing
depending on a set of queries. This PR implements the query checks to
stablish if things can be rendered or not.
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gl_rasterizer: Implement compute shaders
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Rework Dirty Flags in GPU Pipeline, Optimize CBData and Redo Clearing mechanism
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kernel/process: Allocate the process' TLS region during initialization
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Prior to execution within a process beginning, the process establishes
its own TLS region for uses (as far as I can tell) related to exception
handling.
Now that TLS creation was decoupled from threads themselves, we can add
this behavior to our Process class. This is also good, as it allows us
to remove a stub within svcGetInfo, namely querying the address of that
region.
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Keeps this particular set of behavior isolated to its own function.
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shader-ir: Minor cleanup-related changes
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