Age | Commit message (Collapse) | Author |
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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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- Use host allocations for kernel memory, as this is not properly emulated yet.
- Use guest allocations for TLS, as this needs to be backed by DeviceMemory.
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hid: ApplyNpadSystemCommonPolicy
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This is generic enough that it can be moved into the Common class for
reuse.
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