| Commit message (Collapse) | Author | Age | Files | Lines |
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[audio_core] Fix depop prepare
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update aux a bit, may help
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general: rename CurrentProcess to ApplicationProcess
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Fix consexpr value declaration usage
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Signed-off-by: arades79 <scravers@protonmail.com>
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Signed-off-by: arades79 <scravers@protonmail.com>
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constexpr static to static constexpr for consistency
Signed-off-by: arades79 <scravers@protonmail.com>
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Signed-off-by: arades79 <scravers@protonmail.com>
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Signed-off-by: arades79 <scravers@protonmail.com>
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where possible
Signed-off-by: arades79 <scravers@protonmail.com>
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service: remove deleted services
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[audio_core] Use different state offset for each biquad filter channel
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main: Fix borderless fullscreen for high dpi scaled displays
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On Windows, a borderless window will be treated the same as exclusive fullscreen
when the window geometry matches the physical dimensions of the screen.
However, with High DPI scaling, when the devicePixelRatioF() is > 1, the borderless
window apparently is not treated as exclusive fullscreen and functions correctly.
One can verify and replicate this behavior by using a high resolution (4K) display,
and switching between 100% and 200% scaling in Windows' display settings.
At 100%, without the addition of 1, it is treated as exclusive fullscreen.
At 200%, with or without the addition of 1, it is treated as borderless windowed.
Therefore, we can use (read: abuse) this difference in behavior to fix this issue for
those with higher resolution displays when the Qt scaling ratio is > 1.
Should this behavior be changed in the future, please revisit this workaround.
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settings: added missing graphical settings to RestoreGlobalState()
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added missing graphical settings to RestoreGlobalState()
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core: hid: Use gyro thresholds modes set by the game
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texture_cache: OpenGL: Implement MSAA uploads and copies
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video_core: Speed up video frame data copy
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core: kernel: k_process: Use application system resource.
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biquad_filter: Fix rounding in ApplyBiquadFilterInt
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gpu_thread: Remove OnCommandListEndCommand
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Call rasterizer->ReleaseFences() directly
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kernel/svc: switch to generated wrappers
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input_common: Reintroduce custom pro controller support
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main: Re-add QtWebEngine zoom factor
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For some reason, I had removed this in https://github.com/yuzu-emu/yuzu/pull/4949/commits/ad6cec71ecd61aa2533d9efa89b68837516f8464
This should fix any improperly scaled web applets.
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Remove fake vertex bindings when dynamic state is enabled
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glsl_emit_context: Remove redeclarations of gl_SampleID and gl_SampleMask
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These built-ins seem to be available without needing to be declared for fragment shaders, similar i.e. to gl_FragDepth
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This fixes a regression where Yoshi's Crafted World (and potentially other titles) would enter an infinite loop when GPU Accuracy was set to "Normal"
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service: hid: Return error if arguments of SetSupportedNpadIdType is invalid
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