Age | Commit message (Collapse) | Author |
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Increases the precision of thread sleeps on Windows.
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Rename FSR, add missing resolution multipliers, and SMAA
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yuzu_cmd: Order arguments alphabetically and port arguments from Qt
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We are dangerously close to MSVC's 16384 character limit for string literals. Breaking this string up and concatenating will allow for more settings to be added in the future.
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vulkan: implement 'turbo mode' clock booster
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The addition of the use_vulkan_driver_pipeline_cache option into the default ini string literal caused the 16,384-byte limit of the MSVC compiler to be exceeded.
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As an optional feature which can be enabled in the advanced graphics configuration, all pipelines that get built at the initial shader loading are stored in a VkPipelineCache object and are dumped to the disk.
These vendor specific pipeline cache files are located at `/shader/GAME_ID/vulkan_pipelines.bin`. This feature was mainly added because of an issue with the AMD driver (see yuzu-emu#8507) causing invalidation of the cache files the driver builds automatically.
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Yuzu Fried Chicken Part 1.5: MacroHLE Rework and Dynamic State
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* don't automatically open the console on windows build of yuzu-cmd
* fix formatting
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Instead of checking a environment variable which may not actually
exist or is just wrong, ask QT if it's running on the wayland
platform.
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Use SDL_GL_GetDrawableSize instead of SDL_GetWindowSize which
will return the true size our swapchain needs to be in even
for hidpi displays.
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core: add option to break on unmapped access
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cmake: prefer system libraries
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externals: update dynarmic, SDL2
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video_core: add null backend
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CMake: Use precompiled headers to improve compile times
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Vulkan: update initialization
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yuzu-cmd: Fix default config value
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yuzu-cmd: Fix input callback crash on close
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Co-authored-by: bylaws <bylaws@users.noreply.github.com>
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yuzu-cmd: Update configuration file description
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Visual Studio has an option to search all files in a solution, so I
did a search in there for "default:" looking for any missing break
statements.
I've left out default statements that return something, and that throw
something, even if via ThrowInvalidType. UNREACHABLE leads towards throw
R_THROW macro leads towards a return
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[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
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