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common: bit_util: Add IsPow2 helper function
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Makes use of std::has_single_bit() to check whether the value is a power of 2.
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core/hid: Increment shake force
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With the current settings 2p mode in pokemon let's go wasn't showing up. By making the shake more violent we can make it appear without any effort using the keyboard
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src/video_core/command_classes/codecs/codec.cpp:177:16: error: assigning to 'AVCodec *' from 'const AVCodec *' discards qualifiers
av_codec = avcodec_find_decoder(codec);
^~~~~~~~~~~~~~~~~~~~~~~~~~~
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service/hid: Initialize applet_resource on SetNpadAnalogStickUseCenterClamp
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Kernel Memory Updates (Part 3): Clear KMemoryManager pages & other fixes
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- Heap pages should be zero'd.
- Also explicitly passed along heap allocation option.
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Xbox controller default name nit pick
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Discord User moon lacer pointed us that official name is 'Xbox' not 'XBox'
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input_common: Reintroduce motion from mouse and use button names
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Accurately implement thread exit
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DoWorkerTaskImpl.
- This is used to terminate a thread asynchronously after it has been exited.
- This fixes a crash that can occur in Pokemon Sword/Shield because a thread is incorrectly closed on svcExitThread, then, the thread is destroyed on svcCloseHandle while it is still scheduled.
- Instead, we now wait for the thread to no longer be scheduled on all cores before destroying it from KWorkerTaskManager, which is accurate to HOS behavior.
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unimplemented DoWorkerTaskImpl.
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- This makes our implementations of these more closely match HOS.
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- These primitives are used to dispatch asynchronous kernel tasks from KThread and KProcess.
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- When the emulator crashes to desktop below, we don't even get this captured in a log, making such issues harder to debug.
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astc_decoder: Combine FastReplicate functions to work around new NV driver bug
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The new Nvidia drivers have a bug where the FastReplicateTo6 function produces a lookup into the REPLICATE_TO_8 table rather than the REPLICATE_TO_6 table.
This seems to be an optimization gone wrong. Combining the logic of the FastReplicate functions seems to address the bug.
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kernel: remove no-op code
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Found by static analysis with PVS-Studio. Nobody seems to really know what was it doing there.
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input_common: nitpick about SetHatButton usage
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input_common: fix copy-paste error
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Found by static analysis with PVS-Studio.
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hid: fix std::transform call
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Found by static analysis with PVS-Studio.
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hid: Correct assignment source for rotations
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Found by static analysis with PVS-Studio
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Eliminates the usage of a magic number to indicate the default index of the themes array,
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Change default name for playstation controllers
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Minor nitpick
Code is from narr
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hle: kernel: Fix service_threads access to be thread safe V2.
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- PR #7699 attempted to fix CreateServiceThread and ReleaseServiceThread to be thread safe, but inadvertently introduced a possible dead-lock.
- With this PR, we use a worker thread to manage the service thread list, allowing it only to be accessed by a single thread, and guaranteeing threads will not destroy themselves.
- Fixes a rare crash in Pokemon Sword/Shield, I've now run this game for ~12 hours non-stop and am quite confident this is a good solution for this issue.
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service/hid: Decrease motion update rate
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Motion stops working in Mario Tennis in swing mode if the update rate is too fast even when HW it updates at the same speed. 10ms it's the minimum period that the game needs to start working again.
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hle: kernel: Fix service_threads access to be thread safe.
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- CreateServiceThread and ReleaseServiceThread can be accessed by different threads, uses a lock to make this thread safe.
- Fixes a rare crash in Pokemon Sword/Shield that can occur when a new service thread is being created while an old one is being destroyed.
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Kernel Memory Updates (Part 2): SetProcessMemoryPermission, update permissions, and other minor changes.
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yuzu: main: Increase the open file limit on Windows to 8192
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This is a temporary solution for now to accommodate for mods containing more than 4096 files.
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