Age | Commit message (Collapse) | Author |
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The precision of sleep_for and wait_for is limited to 1-1.5ms on Windows.
Using SleepForOneTick() allows us to sleep for exactly one interval of the current timer resolution.
This allows us to take advantage of systems that have a timer resolution of 0.5ms to reduce CPU overhead in the event loop.
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Increases the precision of thread sleeps on Windows.
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This utilizes undocumented NtDll functions to change the current timer resolution from the default of 1ms.
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This implementation provides a consistent, high performance, and high resolution clock where/when std::chrono::steady_clock does not provide sufficient precision.
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service: miscellaneous cleanups
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kernel: support for 16.0.0
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vulkan_common: disable vertexInputDynamicState on unsupported driver
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service: HLE multiprocess
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Update translations (2023-03-01)
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cmake: use correct boost imported targets
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cmake: support components in find modules
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externals: use openssl from vcpkg
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cmake: fix cpp-jwt build
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service: avoid direct pointer access of transfer memory objects
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service: btm: Fix handle functions
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Partial LTO
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Revert "yuzu: config: Remove player 8 and 9 from config file"
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texture_cache: Add asynchronous ASTC texture decoding
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yuzu: config: Remove player 8 and 9 from config file
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input_common: Implement dedicated motion from mouse
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core: Update service function tables to 16.0.0+
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core: hidbus: Fix BusType size
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config: Fix per game Force max clock
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