summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2020-11-20Merge pull request #4951 from bunnei/olsc-stubbunnei
hle: service: Stub OLSC Initialize and SetSaveDataBackupSettingEnabled functions.
2020-11-20olsc: Move member initialization to after member functions.bunnei
2020-11-20Merge pull request #4941 from lioncash/configMorph
configure_input_player: Use static qualifier for IsProfileNameValid()
2020-11-20Merge pull request #4950 from german77/RumbleStrenghtLC
Modify rumble amplification
2020-11-20Merge pull request #4952 from ReinUsesLisp/bit-castLC
common/bit_cast: Add function matching std::bit_cast without constexpr
2020-11-20Merge pull request #4308 from ReinUsesLisp/maxwell-3d-funcsRodrigo Locatti
maxwell_3d: Move code to separate functions and insert instead of push_back
2020-11-20common/bit_cast: Add function matching std::bit_cast without constexprReinUsesLisp
Add a std::bit_cast-like function archiving the same runtime results as the standard function, without compile time support. This allows us to use bit_cast while we wait for compiler support, it can be trivially replaced in the future.
2020-11-19Merge pull request #4948 from lioncash/page-resizebunnei
virtual_buffer: Do nothing on resize() calls with same sizes
2020-11-19hle: service: Stub OLSC Initialize and SetSaveDataBackupSettingEnabled ↵bunnei
functions. - Used by Animal Cross: New Horizons v1.6.0 update, minimal stub gets this update working.
2020-11-19Modify rumble amplificationgerman77
2020-11-19virtual_buffer: Do nothing on resize() calls with same sizesLioncash
Prevents us from churning memory by freeing and reallocating a memory block that would have already been adequate as is.
2020-11-18Merge pull request #4936 from lioncash/pagebunnei
page_table: Allow page tables to be moved
2020-11-17configure_input_player: Use static qualifier for IsProfileNameValid()Lioncash
This is a static member function, so we don't need use an existing instance to call this function.
2020-11-17Merge pull request #4866 from Morph1984/mjolnir-p3-prodbunnei
Project Mjölnir: Part 3 - Controller Profiles and Vibration Rework
2020-11-17virtual_buffer: Add compile-time type-safety guarantees with VirtualBufferLioncash
VirtualBuffer makes use of VirtualAlloc (on Windows) and mmap() (on other platforms). Neither of these ensure that non-trivial objects are properly constructed in the allocated memory. To prevent potential undefined behavior occurring due to that, we can add a static assert to loudly complain about cases where that is done.
2020-11-17page_table: Allow page tables to be movedLioncash
Makes page tables and virtual buffers able to be moved, but not copied, making the interface more flexible. Previously, with the destructor specified, but no move assignment or constructor specified, they wouldn't be implicitly generated.
2020-11-17page_table: Add missing doxygen parameters to Resize()Lioncash
Resolves two -Wdocumentation warnings.
2020-11-17page_table: Remove unnecessary header inclusionsLioncash
Prevents indirect inclusions for these headers.
2020-11-18Merge pull request #4933 from lioncash/nodisc-gpuChloe
[gpu, render_base, rasterizer_interface]: Make use of [[nodiscard]] where applicable
2020-11-17rasterizer_interface: Make use of [[nodiscard]] where applicableLioncash
2020-11-17render_base: Make use of [[nodiscard]] where applicableLioncash
2020-11-17gpu: Make use of [[nodiscard]] where applicableLioncash
2020-11-16Merge pull request #4929 from lioncash/nodiscard-inputbunnei
motion_input: Mark member functions as [[nodiscard]] where applicable
2020-11-15sdl_impl: Pump SDL Events at 1000 HzMorph
2020-11-15configure_input: Accommodate for the mouse input device engineMorph
2020-11-15hid: Reimplement Begin/EndPermitVibrationSessionMorph
Upon further investigation, these commands allow temporary vibrations even when the "Controller Vibration" system setting is disabled. As a result, vibrations are allowed when either the system setting or this flag is set to true. Therefore, we can only block vibrations when both flags are set to false.
2020-11-15controllers/npad: Load input devices on initMorph
2020-11-15configure_input: Update the input profiles for other player tabsMorph
2020-11-15general: Fix compiler warnings on linux and miscellaneous changesMorph
2020-11-15sdl_impl: Revert to the "old" method of mapping sticksMorph
Not all controllers have a SDL_GameController binding. This caused controllers not present in the SDL GameController database to have buttons mapped instead of axes. Furthermore, it was not possible to invert the axes when it could be useful such as emulating a horizontal single joycon or other potential cases. This allows us to invert the axes by reversing the order of mapping (vertical, then horizontal).
2020-11-15applets/controller: Change the input button to create input profilesMorph
Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-11-15controllers/npad: Remove the old vibration filterMorph
Previously we used a vibration filter that filters out amplitudes close to each other. It turns out there are cases where this results into vibrations that are too inaccurate. Remove this and move the 100Hz vibration filter (Only allowing a maximum of 100 vibrations per second) from sdl_impl to npad when enable_accurate_vibrations is set to false.
2020-11-15input: Disconnect a controller prior to connecting a new oneMorph
Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected. Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue.
2020-11-15hid: Implement InitializeVibrationDevice and IsVibrationDeviceMountedMorph
2020-11-15input_common: Add VibrationDevice and VibrationDeviceFactoryMorph
A vibration device is an input device that returns an unsigned byte as status. It represents whether the vibration device supports vibration or not. If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
2020-11-15configure_input: Add per-player vibrationMorph
Allows for enabling and modifying vibration and vibration strength per player. Also adds a toggle for enabling/disabling accurate vibrations. Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-11-15settings: Remove global vibration strength modifierMorph
This will be replaced in favor of per-player vibration strength modifiers.
2020-11-15hid: Mark Begin/EndPermitVibrationSession as stubsMorph
The implementation of these commands seem incomplete and causes rumble in Super Mario Party to stop working since only EndPermitVibrationSession is called. Thus, these are better off being marked as a stub until this can be investigated more thoroughly.
2020-11-15controllers/npad: Send an empty vibration on destruction/deactivationMorph
This stops all controllers from continuously vibrating when emulation is stopped.
2020-11-15hid: Stub IsVibrationDeviceMountedMorph
- Used in Super Mario Odyssey
2020-11-15controllers/npad: Add heuristics to reduce rumble state changesMorph
Sending too many state changes in a short period of time can cause massive performance issues. As a result, we have to use several heuristics to reduce the number of state changes to minimize/eliminate this performance impact while maintaining the quality of these vibrations as much as possible.
2020-11-15configure_input: Hook up the vibration percentage spinboxMorph
This allows setting the vibration strength percentage anywhere from 1% to 100%. Also hooks up the remaining motion button and checkbox in the Controller Applet.
2020-11-15controllers/npad: Stop games from vibrating incorrect controllersMorph
Fixes vibration in 1-2 Switch and potentially other games where they would vibrate both players' joycons at the same time.
2020-11-15hid: Fix controller rumble based on new researchMorph
This fixes the issue where rumble is only sent to the first controller. Now, individual controllers can receive their own rumble commands.
2020-11-15hid: Pop a struct of parameters instead of popping individual parametersMorph
Some parameters need to be doubleword aligned due to the presence of the applet_resource_user_id. Previously, this value was invalid in many commands where it was not doubleword aligned when popped.
2020-11-15hid: Reorder all HID commandsMorph
Reorders all HID commands in command id order.
2020-11-15hid: Implement GetVibrationDeviceInfoMorph
The first u32 describes the vibration device type which is a Linear Resonant Actuator used in Nintendo Switch controller hardware. The second u32 describes the vibration device position, in this case distinguishing between left and right vibration actuators. Pro Controllers have 2 LRAs each that can vibrate independently of each other, which means they have 2 distinct vibration device handles to distinguish between the two actuators. Similarly for joycons, the left joycon can be distinguished from the right joycon through the vibration device handle since each joycon has 1 LRA.
2020-11-15hid: Stub InitializeVibrationDeviceMorph
2020-11-15controllers/npad: Rename NPadType to NpadStyleSetMorph
This more accurately represents the underlying type and avoids confusion with NpadType
2020-11-15controllers/npad: Add DeviceHandle structMorph
A DeviceHandle describes a vibration device or six-axis sensor based on the npad type, npad id, and device index/position