Age | Commit message (Collapse) | Author |
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nvdec: Fix VP9 reference frame refreshes
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This was mainly used to keep track of mapped buffers for later unmapping. Since unmap is no longer implemented, this no longer seves a valuable purpose.
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With reference frames refreshes fix, we no longer need to buffer two frames in advance.
We can also remove other unused or otherwise unneeded variables.
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This resolves the artifacting when decoding VP9 streams.
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Skip unmapping nvdec buffers to avoid breaking the continuity of the VP9 reference frame addresses, and the risk of invalidating data before the async GPU thread is done with it.
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assert: Avoid empty macros
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common: uuid: Add hex string to UUID constructor
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applet_swkbd: Include the null terminator in the buffer size calculation
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hex_util: Fix incorrect array size in AsArray
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Some games may interpret the read string as a null-terminated string instead of just reading the string up to buffer_size.
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Although this isn't used, this is a potential bug as HexStringToArray will perform an out-of-bounds read.
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config: Read connected setting for controllers
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Currently yuzu will read the mapping but does not connect a controller
despite adding subsequent configurations for it. Read the `connected`
setting for now as a boolean like the Qt frontend.
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This allows for easily converting a hex string into a Common::UUID, which is backed by a 128 bit unsigned integer.
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* nvdec: VA-API
* Verify formatting
* Forgot a semicolon for Windows
* Clarify comment about AV_PIX_FMT_NV12
* Fix assert log spam from missing negation
* vic: Remove forgotten debug code
* Address lioncash's review
* Mention VA-API is Intel/AMD
* Address v1993's review
* Hopefully fix CMakeLists style this time
* vic: Improve cache locality
* vic: Fix off-by-one error
* codec: Async
* codec: Forgot the GetValue()
* nvdec: Address ameerj's review
* codec: Fallback to CPU without VA-API support
* cmake: Address lat9nq's review
* cmake: Make VA-API optional
* vaapi: Multiple GPU
* Apply suggestions from code review
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
* nvdec: Address ameerj's review
* codec: Use anonymous instead of static
* nvdec: Remove enum and fix memory leak
* nvdec: Address ameerj's review
* codec: Remove preparation for threading
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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config: Only read/write current_user on global config
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network: fix ternary operator in Socket::SendTo
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This makes UnswizzleTexture up to two times faster. It is the main bottleneck in NVDEC video decoding.
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Makes the default game list folder icons 48x48 by default instead of 64x64, and allows for selecting small (24x24) and large (72x72) icon sizes.
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service: set: Correct copy amount in GetAvailableLanguageCodes
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renderer_vulkan: Implement screenshots
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vk_rasterizer: Flip viewport on Y_NEGATE
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cmake, ci: Build bundled FFmpeg with yuzu
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hle: api_version: Update HOS version to 12.1.0
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Keeps us up to date with reporting the system version.
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service: ns, set: Add PT_BR (Brazilian Portuguese)
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emu_window: Remove global system instance
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renderer_vulkan: Add setting to log pipeline statistics
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applet_swkbd: Correct string buffer size calculation
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It was just the one in emu_window_sdl2, but since _gl and _vk inherit
from it, they all needed adjustments.
Leaves just the one auto system& in main().
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The buffer size here does not include the initial 8 bytes.
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shader: Fold UnpackFloat2x16 and PackFloat2x16
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shader: Fold integer FMA from Nvidia's pattern
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Simplifies the code a bit when possible. These instructions should be
no-ops codegen wise.
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service: ns: Map ZH_TW and ZH_CN to Traditional/Simplified Chinese
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common: uuid: Return a lower-case hex string in Format
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Matches OpenGL's behavior. I don't believe this register flips geometry,
but we have to try to match behavior on both backends.
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OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
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Allows specifying the framebuffer and render area dimensions, rather than being hard coded for the render window.
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