Age | Commit message (Collapse) | Author |
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core/network: Add network abstraction
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video_core: Fix, add and rename pixel formats
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gl_arb_decompiler: Use NV_shader_buffer_{load,store} on assembly shaders
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This commit adds a network abstraction designed to implement bsd:s but
at the same time work as a generic abstraction to implement any
networking code we have to use from core.
This is implemented on top of BSD sockets on Unix systems and winsock on
Windows. The code is designed around winsocks having compatibility
definitions to support both BSD and Windows sockets.
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frontend: Improve wait tree readability for dark themes
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alignment: unbreak build with Clang
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In file included from src/core/hle/kernel/memory/page_table.cpp:5:
src/./common/alignment.h:67:68: error: no member named 'align_val_t' in namespace 'std'
return static_cast<T*>(::operator new (n * sizeof(T), std::align_val_t{Align}));
~~~~~^
src/./common/alignment.h:71:51: error: no member named 'align_val_t' in namespace 'std'
::operator delete (p, n * sizeof(T), std::align_val_t{Align});
~~~~~^
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[WIP] yuzu: Port translation support from Citra v2
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Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
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core_timing: Make usage of nanoseconds more consistent in the interface
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alignment: Simplify AlignmentAllocator implementation
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NV_shader_buffer_{load,store} is a 2010 extension that allows GL applications
to use what in Vulkan is known as physical pointers, this is basically C
pointers. On GLASM these is exposed through the LOAD/STORE/ATOM
instructions.
Up until now, assembly shaders were using NV_shader_storage_buffer_object.
These work fine, but have a (probably unintended) limitation that forces
us to have the limit of a single stage for all shader stages. In contrast,
with NV_shader_buffer_{load,store} we can pass GPU addresses to the
shader through local parameters (GLASM equivalent uniform constants, or
push constants on Vulkan). Local parameters have the advantage of being
per stage, allowing us to generate code without worrying about binding
overlaps.
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filesystem: Create subdirectories prior to creating a file
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video_core: Add asynchronous shader decompilation and compilation
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vulkan: Make use of designated initializers where applicable
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mii/manager: Make use of designated initializers
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vk_device: Fix build error on old MSVC versions
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mii/manager: Resolve sign mismatch warnings
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Designated initializers on old MSVC versions fail to build when they
take the address of a constant.
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dmnt_cheat_vm: Implement opcode 0xC3 (ReadWriteStaticRegister)
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fs: Fix RomFS building when zero byte files are present
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vk_state_tracker: Fix dirty flags for stencil_enable on VK_EXT_extended_dynamic_state
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With C++20, much of the allocator interface has been simplified, so we
can make the same adjustments.
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macro_hle: Remove unnecessary std::make_pair calls
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shader_cache: Make use of std::erase_if
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settings: Make use of std::string_view over std::string for logging
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core/CMakeLists: Add missing physical_memory.h header file
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kernel: Remove unused variables
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kernel/thread: Remove unimplemented function prototype
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These functions are already in an anonymous namespace which makes the
functions internally linked.
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constants: Add missing <array> include
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macro: Resolve missing parameter in doxygen comment
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macro_hle: Simplify shift expression in HLE_771BB18C62444DA0()
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Allows this header file to show up in IDE CMake generators.
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Given the expression involves a 32-bit value, this simplifies down to
just: 0x3ffffff. This is likely a remnant from testing that was never
cleaned up.
Resolves a -Wshift-overflow warning.
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The purpose of make_pair is generally to deduce the types within the
pair without explicitly specifying the types, so these usages were
generally unnecessary, particularly when the type is enforced by the
array declaration.
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Resolves a -Wdocumentation warning.
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Eliminates reliance on an indirect include.
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Previously the loop termination condition was testing variables of
different signedness.
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