Age | Commit message (Collapse) | Author |
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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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kernel: Fix missing peak set in KResourceLimit::SetLimitValue
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Update dynarmic and add new unsafe CPU option.
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nvflinger: Add experimental toggle to disable buffer swap interval limits
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externals: httplib: replace custom httplib header with upstream as submodule
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Microsoft defines `MEM_RESERVE_PLACEHOLDER` as `0x00040000`, but our
manually imported version of it drops the last zero.
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This also includes a minor change to web_service.cpp - to fix compatibility with upstream changes.
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Avoids overwhelming the log with validation errors that are not applicable
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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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Audio: SDL2 audio backend
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texture_cache/util: Avoid relaxed image views on different bytes per block
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textures: Add a toggle for GPU Accelerated ASTC decoder
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fsp_srv: Fix filesystem access logging
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The Append open mode will create a new file if said file does not exist at a given path, making this call redundant.
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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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common: fs: file: Flush the file to the disk when Flush() is called
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Per the spec, L1 is clamped to the value 0xff if it is greater than 0xff. An oversight caused us to take the maximum of L1 and 0xff, rather than the minimum.
Huge thanks to wwylele for finding this.
Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
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Users may want to fall back to the CPU ASTC texture decoder due to hangs
and crashes that may be caused by keeping the GPU under compute heavy
loads for extended periods of time. This is especially the case in games
such as Astral Chain which make extensive use of ASTC textures.
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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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Avoids API usage errors on UE4 titles leading to crashes.
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configure_cpu_debug: Clarify settings behavior
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common: fs: Use the normal directory iterator in *Recursively functions
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Allows us to forward declare Common::FS::IOFile.
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std::fflush does not guarantee that file buffers are flushed to the disk.
Use _commit on Windows and fsync on all other OSes to ensure that the file is flushed to the disk.
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hid: Stub IsFirmwareUpdateAvailableForSixAxisSensor
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This makes it clear that the disabled settings only take effect when CPU Accuracy is set to Debug Mode.
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MSVC's implementation of recursive_directory_iterator throws an exception on an error despite a std::error_code being passed into its constructor. This is most likely a bug in MSVC's implementation since directory_iterator does not throw an exception on an error.
We can replace the usage of recursive_directory_iterator for now until MSVC fixes their implementation of it.
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yuzu: main: Ensure enough space is available for RomFS dumping
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Implement/Port Fastmem from Citra to Yuzu
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This warns the user if there isn't enough free space to dump the entire RomFS to disk. It requires at least the size of the extracted RomFS + 1 GiB as a buffer of free space.
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kernel: KLightConditionVariable: Update implementation to 12.x
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This falls back to the old approach of using a virtual buffer.
Windows is untested, but this build should fix support for Windows < 10 v1803. However without fastmem support at all.
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Workaround old headers and libraries shipped on MinGW.
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In theory, if we have 2 MB continously mapped, this should save one layer of TLB.
Let's make it at least more likely by aligning the memory.
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