Age | Commit message (Collapse) | Author |
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[audio_core] Decouple audio update and processing, and process at variable rate
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bcat: Fix settings access
telemetry_session: Fix settings accesses
So this is what I get for testing with the web service disabled.
touch_from_button: Fix settings access for clang
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Creates a new BasicSettings class in common/settings, and forces setting
a default and label for each setting that uses it in common/settings.
Moves defaults and labels from both frontends into common settings.
Creates a helper function in each frontend to facillitate reading the
settings now with the new default and label properties.
Settings::Setting is also now a subclass of Settings::BasicSetting. Also
adds documentation for both Setting and BasicSetting.
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We should not apply any mods when dumping a game's RomFS.
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This prevents mod files from being locked due to the read-only share flag in Windows.
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If someone else wants to support other mod formats in the SDMC
directory, that can be added later. For now, just allow RomFS modding
here and force people to do other types of mods the old way.
Addresses review comments.
Co-authored-by: LC <mathew1800@gmail.com>
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Enables loading a mod directly from `[yuzu data
directory]/sdmc/atmosphere/contents/[title_id]`. For use with some
homebrew mod managers.
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Currently, processing of audio samples is called from AudioRenderer's Update method, using a fixed 4 buffers to process the given samples. Games call Update at variable rates, depending on framerate and/or sample count, which causes inconsistency in audio processing. From what I've seen, 60 FPS games update every ~0.004s, but 30 FPS/160 sample games update somewhere between 0.02 and 0.04, 5-10x slower. Not enough samples get fed to the backend, leading to a lot of audio skipping.
This PR seeks to address this by de-coupling the audio consumption and the audio update. Update remains the same without calling for buffer queuing, and the consume now schedules itself to run based on the sample rate and count.
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services: Misc. minor changes for latest SDK update.
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common: Replace common_sizes into user-literals
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- TIPC does not use this.
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OpenHardwareOpusDecoderEx.
- This is used by the latest update of Doom Eternal.
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- This is used by the latest update of Doom Eternal.
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Removes common_sizes.h in favor of having `_KiB`, `_MiB`, `_GiB`, etc
user-literals within literals.h.
To keep the global namespace clean, users will have to use:
```
using namespace Common::Literals;
```
to access these literals.
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general: Add missing #pragma once directives
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* Add missing includes
* Add array
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externals: Update fmt to 8.0.0
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[audout] Implement GetAudioOutPlayedSampleCount
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Also removes some deprecated API usages.
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npad: Fix data race when updating devices
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common: fs: Miscellaneous changes
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service: spl: Implement general SPL service
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service: time: Use GetFileRelative to get files within subdirectories
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These enforce requiring the file to exist prior to opening.
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There are a lot of scenarios where we don't particularly care whether or not the removal operation and just simply attempt a removal.
As such, removing the [[nodiscard]] attribute is best for these functions.
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core: Make is_powered_on atomic
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Fixes potential data races when shutting down.
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Add a lock to avoid data races.
This reduces the number of -fsanitize=thread errors significantly.
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kernel: Fix missing peak set in KResourceLimit::SetLimitValue
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Used in Ninja Gaiden games.
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Update dynarmic and add new unsafe CPU option.
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The timezone info file can be within subdirectories (such as Asia/Tokyo), use GetFileRelative instead of GetFile to get files within subdirectories.
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Enabling this setting will allow some titles to present more frames to
the screen as they become available in the nvflinger buffer queue.
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textures: Add a toggle for GPU Accelerated ASTC decoder
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This introduces a new setting Enable FS Access Log which saves the filesystem access log to sdmc:/FsAccessLog.txt
If this setting is not enabled, this will indicate to FS to not call OutputAccessLogToSdCard.
Fixes softlocks during loading in Xenoblade Chronicles 2 when certain DLC is enabled.
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Guest logs are not very useful, as they are intended for use by the game developers during development. As such, they provide little meaning to be logged by yuzu and tend to overwhelm the log output at times.
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