Age | Commit message (Collapse) | Author |
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This is not a real fix, so assert here and continue before crashing.
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input_common: Analog button, use time based position
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Correct light theme loading
The setLayout call in game list instantiation will call resizing signals with default values in light theme, which was then being erroneously saved. setLayout doesn't seem to call resizing for any other theme, so I'm not sure why that happens.
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game_list: Stop the columns resizing on NAND install
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yuzu qt: Revert some usages of string_view
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fsp-srv: Replace one last instance of RESULT_SUCCESS
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- Used by Mii Edit
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Causes a heap-use-after free reported by AddressSanitizer. This makes
use of std::filesystem::path, but due to that we have to use their
string() function which may not work for all characters.
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general: Replace RESULT_NAME with ResultName
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game_list: Minor for loop optimizations
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There's no need to check the first and last rows since they'll always be the Favorites and AddDir rows.
Also change the name of the clear_all variable for consistency.
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Transition to PascalCase for result names.
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Transition to PascalCase for result names.
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common_funcs: Move R_ macros to result.h
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common: fs: fs_util: Add more string conversion functions
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yuzu qt: Handle per-game configs for title id 0
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externals: Use defaults for building SDL2 on WIN32
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input_common: Add dual joycon support
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vulkan_memory_allocator: Allow textures to be allocated in host memory
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These macros all interact with the result code type, so they should
ideally be within this file as well, so all the common_funcs machinery
doesn't need to be pulled in just to use them.
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Whatever those settings do breaks controller detection on Windows, at
least with the MinGW container. If-guard it against WIN32 and just let
SDL2 configure using its defaults, aside from static linking.
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externals: libusb: Use autotools for MinGW
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After updating to 1.0.24, MinGW fails to build libusb as a result of
numerous errors. So we build libusb their way and let them update the
nontrivial stuff.
This only applies to MinGW: the old path is still in use for Linux
toolchains as well as MSVC.
This will dynamically link libusb, since I hit build errors with the old
way we used to resolve the conflict with SDL2.
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core/memory: Check our memory fallbacks for out-of-bound behavior.
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Update libusb to 1.0.24
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common: Extract Point struct into common
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k_class_token: Use variable templates where applicable
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video_core: gpu: WaitFence: Do not block threads during shutdown.
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- This is breaking our build pipelines with Zydis (dynarmic dependency).
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applets/swkbd: Only read the text check message on Failure/Confirm
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ldn: Add and stub lp2p:sys lp2p:app INetworkServiceMonitor INetworkService
Mario Kart Live: Home Circuit needs lp2p:sys lp2p:app INetworkServiceMonitor INetworkService to be able to progress.
Note: The game still fails to boot from unimplemented LDN and BSD services.
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externals: Update dynarmic.
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Same behavior, less code.
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kernel: Add missing override specifiers
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k_thread: Move dereference after null check in Initialize()
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- Fixes a hang on shutdown when NVFlinger thread is waiting on a syncpoint that will never occur.
- Commonly observed when stopping emulation in Super Mario Odyssey.
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This makes it by far harder to crash yuzu.
Also implement the 48bit masking of AARCH64 while touching this code.
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hle: kernel: KSlabHeap: Allow host or guest allocations.
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Fix two GCC 11 warnings: Unneeded copies.
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We just create one memory subsystem. This is a constant all the time.
So there is no need to call the non-inlined parent.Memory() helper on every callback.
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Over the course of the kernel refactoring a tiny bit of missing
overrides slipped through review, so we can add these.
While we're at it, we can remove redundant virtual keywords where
applicable as well.
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std::move created an unneeded copy.
iterating without reference also created copies.
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The new version supports fastmem on a64.
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Prevents a -Wnonnull warning on GCC.
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core/arm_interface: Call SVC after end of dynarmic block.
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