Age | Commit message (Collapse) | Author |
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Now that the GPU is initialized when video backends are initialized,
it's no longer needed to query components once the game is running: it
can be done when yuzu is booting.
This allows us to pass components between constructors and in the
process remove all Core::System references in the video backend.
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services: Implement most of bsd:s and GetCurrentIpAddress from nifm
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This allows toggling motion on or off, and allows access to the motion configuration.
Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
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Simplifies the motion assignment in the Dual Joycon entry and assigns index 1 of the motion entry (Motion 2) for the right joycon.
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- Used in multiple games such as Super Mario Odyssey.
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Resolves -Wsign-compare and -Wunused-variable
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- Some games like Shipped have a minimum requirement of 0 connected players and is undesired behavior. We must require a minimum of 1 player connected regardless of what games may ask.
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Now left and right joycons have the same priority (meaning both needs to be supported by the game).
Explanation of the new heuristic:
Assign left joycons to even player indices and right joycons to odd player indices.
We do this since Captain Toad Treasure Tracker expects a left joycon for Player 1 and a right Joycon for Player 2 in 2 Player Assist mode.
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Implement the fallback applet for the SDL frontend, connecting only the minimum amount of players required.
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"Explain Text" is additional text that is shown for each player in the controller applet.
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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hle/scheduler: Fix data race in is_context_switch_pending
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Fixes build issues
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fsp_srv: Resolve -Wmaybe_uninitialized warning in OpenSaveDataFileSystem()
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file_sys: Replace inclusions with forward declarations where applicable
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yuzu: Add motion and touch configuration from Citra
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hle/kernel: Fix data race in GetCurrentHostThreadID
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Fix thread naming on Linux, which limits names to 15 bytes.
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cpu_interrupt_handler: Make is_interrupted an atomic
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This allows homebrew applications to be able to properly detect connected controllers.
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Co-authored-by: James Rowe <jroweboy@gmail.com>
Co-authored-by: Its-Rei <kupfel@gmail.com>
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As reported by tsan, SelectThreads could write to
is_context_switch_pending holding a mutex while SwitchToCurrent reads it
without holding any.
It is assumed that the author didn't want an atomic here, so the code is
reordered so that whenever is_context_switch_pending is read inside
SwitchToContext, the mutex is locked.
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As reported by tsan, host_thread_ids could be read while
any of the RegisterHostThread variants were called.
To fix this, lock the register mutex when yuzu is running in multicore
mode and GetCurrentHostThreadID is called.
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Fixes a race condition detected from tsan
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registered_cache: Make use of designated initializers
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logging option
The extended logging option is automatically disabled on boot but can be enabled afterwards, allowing the log file to go up to 1 GB during that session.
This commit also fixes a few errors that are present in the general debug menu.
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cpu_manager: Make use of ranged for where applicable
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key_manager: Make data arrays constexpr
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vfs_real: Avoid redundant map lookups
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We can just log out the parameters in the meantime.
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Same behavior, minus unnecessary inclusions where not necessary.
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Initialize id to a deterministic value and also mark the unreachable
cases in the switch with UNREACHABLE().
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Simplifies code.
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Removes the need for comments to indicate the fields being assigned.
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core_timing: Resolve sign conversion warning
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We can convert these maps into constexpr arrays to eliminate some
runtime static constructors.
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We can simplify a few loops by making use of ranged for.
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Same behavior, minus unnecessary zeroing out of the pointer.
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This constant is only ever assigned to downcount, which is a s64, not a
u64.
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dynarmic: Add unsafe optimizations
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