Age | Commit message (Collapse) | Author |
|
Shifts a pair of registers to the right and returns the low register.
|
|
Shifts a pair of registers to the left and returns the high register.
|
|
shader/memory: Implement ATOM.ADD
|
|
texture_cache/surface_base: Fix layered break down
|
|
gl_texture_cache: Silence implicit sign cast warnings
|
|
gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSize
|
|
This was implemented by a previous commit and it's no longer required.
|
|
GUI: dark themes refinements and QSS cleanup
|
|
gl_texture_cache: Properly implement depth/stencil sampling
|
|
|
|
bsd: Stub several more functions.
|
|
Layered break downs was passing "layer" as a "depth" parameter. This
commit addresses that.
|
|
This addresses the long standing issue of compatibility vs. core
profiles on OpenGL, properly implementing depth vs. stencil sampling
depending on the texture swizzle.
|
|
|
|
ATOM operates atomically on global memory. For now only add ATOM.ADD
since that's what was found in commercial games.
This asserts for ATOM.ADD.S32 (handling the others as unimplemented),
although ATOM.ADD.U32 shouldn't be any different.
This change forces us to change the default type on SPIR-V storage
buffers from float to uint. We could also alias the buffers, but it's
simpler for now to just use uint. While we are at it, abstract the code
to avoid repetition.
|
|
- Required for Little Town Hero to boot further.
|
|
yuzu/configuration: create UI tab and move gamelist settings there
|
|
Port citra-emu/citra#5039: "common/logging: don't use regex for path trimming"
|
|
vk_shader_decompiler: Disable default values on unwritten render targets
|
|
Shader_IR: Implement TXD Array.
|
|
loader: provide default arguments (zero byte) to NSOs
|
|
Some games like The Legend of Zelda: Breath of the Wild assign
render targets without writing them from the fragment shader. This
generates Vulkan validation errors, so silence these I previously
introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The
problem is that this is not what games expect. This commit reverts that
change.
|
|
Port citra-emu/citra#4049: "Input: UDP Client to provide motion and touch controls"
|
|
|
|
|
|
This should hopefully fix compilation errors.
|
|
|
|
|
|
An implementation of the cemuhook motion/touch protocol, this adds the
ability for users to connect several different devices to citra to send
direct motion and touch data to citra.
Co-Authored-By: jroweboy <jroweboy@gmail.com>
|
|
service: time: Implement ToPosixTimeWithMyRule.
|
|
gl_shader_cache: Disable fastmath on Nvidia
|
|
- Used by Pokemon Mystery Dungeon.
|
|
Certain newer unity games (Terraria, Pokemon Mystery Dungeon) require
that the argument region be populated. Failure to do so results in
an integer underflow in argument count, and eventually an unmapped
read at 0x800000000. Providing this default fixes this.
Note that the behavior of official software is as yet unverified,
arguments-wise.
|
|
Port citra-emu/citra#5037: "CMake: Create thin archives on Linux"
|
|
GUI: fix minor issues with dark themes + rename and reorder themes
|
|
|
|
GUI: rename and reorder themes
|
|
|
|
vk_blit_screen: Initial implementation
|
|
|
|
time: Fix month off-by-one error.
|
|
- Fixes timestamp in ZLA and Astral Chain saves.
|
|
yuzu_qt: config: Move audio to its own tab.
|
|
duplicate row options (#3309)
* GUI/gamelist: add "None" as an option for second row and remove duplicated row options
* fix clang-format warnings
|
|
vk_shader_decompiler: Implement UAtomicAdd (ATOMS) on SPIR-V
|
|
vk_graphics_pipeline: Set front facing properly
|
|
- We have some important audio settings, makes them more discoverable.
|
|
service: time: Rewrite implementation of glue services.
|
|
This abstraction takes care of presenting accelerated and
non-accelerated or "framebuffer" images to the Vulkan swapchain.
|
|
vk_rasterizer: Implement Vulkan's rasterizer
|