| Age | Commit message (Collapse) | Author |
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ListAudioDeviceName()
Audio devices use the supplied revision information in order to
determine if USB audio output is able to be supported. In this case, we
can only really handle using this revision information in
ListAudioDeviceName(), where it checks if USB audio output is supported
before supplying it as a device name.
A few other scenarios exist where the revision info is checked, such as:
- Early exiting from SetAudioDeviceOutputVolume if USB audio is
attempted to be set when that device is unsupported.
- Early exiting and returning 0.0f in GetAudioDeviceOutputVolume when
USB output volume is queried and it's an unsupported device.
- Falling back to AHUB headphones in GetActiveAudioDeviceName when the
device type is USB output, but is unsupported based off the revision
info.
In order for these changes to also be implemented, a few other changes
to the interface need to be made.
Given we now properly handle everything about ListAudioDeviceName(), we
no longer need to describe it as a stubbed function.
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The revision querying facilities are used by more than just audren. e.g.
audio devices can use this to test whether or not USB audio output is
supported.
This will be used within the following change.
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Trims out the lingering reliance on global state out of the audio code.
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GetActiveAudioDeviceName()
This service function only ever returns a result and nothing more.
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AudioDevice and AudioInterface aren't valid device names on the Switch.
We should also be returning consistent names in
GetActiveAudioDeviceName().
While we're at it, we can also handle proper name output in
ListAudioDeviceName, by returning all the available devices on the
Switch.
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kernel/process: Allocate the process' TLS region during initialization
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shader-ir: Minor cleanup-related changes
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This messages were originally set as warnning since few games used these
svcs and it was needed for debugging. This is no longer the case.
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shader/decode/other: Correct branch indirect argument within BRA handling
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core: Remove CurrentArmInterface() global accessor
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These are std::shared_ptr instances underneath the hood, which means
copying them isn't as cheap as a regular pointer. Particularly so on
weakly-ordered systems.
This avoids atomic reference count increments and decrements where they
aren't necessary for the core set of operations.
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This is more accurate in terms of describing what the functions are
actually doing. Temporal relates to time, not the setting of a temporary
itself.
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Removes unnecessary header dependencies.
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shader/track: Track indirect buffers
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This appears to have been a copy/paste error introduced within
8a6fc529a968e007f01464abadd32f9b5eb0a26c
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gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
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GPU: Fixes to Texture Cache and Include Microprofiles for GL State/BufferCopy/Macro Interpreter
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While changing this code, simplify tracking code to allow returning
the base address node, this way callers don't have to manually rebuild
it on each invocation.
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buffer_cache: Implement a generic buffer cache and its OpenGL backend
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unregistered.
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Implement MapPhysicalMemory/UnmapPhysicalMemory
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shader/texture: Add F16 support for TLDS
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Replaces the final usage of the global accessor function and removes it.
Removes one more enabler of global state.
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Creating multiple "AudioRenderer" threads cause the previous thread to be overwritten. The thread will name be renamed to AudioRenderer-InstanceX, where X is the current instance number.
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Implement a New Shader Scanner, Decompile Flow Stack and implement BRX BRA.CC
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Restore memory perms on svcUnmapMemory/UnloadNro
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core/arm: Remove obsolete Unicorn memory mapping
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This simply queries whether or not auto-sleep facilities are disabled
and has no special handling. It's a basic getter function.
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Provides a basic implementation of SetAutoSleepDisabled. Until idle
handling is implemented, this is about the best we can do.
In the meantime, provide a rough documenting of specifics that occur
when this function is called on actual hardware.
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The JIT is mature enough that this setting can be removed, falling back
to Unicorn only on unsupported architectures. Any missing features from
Unicorn (of which there are extremely few), are mostly
developer-oriented, which most users don't care about.
Features should be coordinated with the JIT, not the interpreter,
anyhow.
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This was initially necessary when AArch64 JIT emulation was in its
infancy and all memory-related instructions weren't implemented.
Given the JIT now has all of these facilities implemented, we can remove
these functions from the CPU interface.
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Prior to PR, Yuzu did not restore memory to RW-
on unmap of mirrored memory or unloading of NRO.
(In fact, in the NRO case, the memory was unmapped
instead of reprotected to --- on Load, so it was
actually lost entirely...)
This PR addresses that, and restores memory to RW-
as it should.
This fixes a crash in Super Smash Bros when creating
a World of Light save for the first time, and possibly
other games/circumstances.
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GL_ARB_shader_viewport_layer_array
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gl_rasterizer: Amend documentation comment for ConfigureFramebuffers()
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vk_scheduler: Drop execution context in favor of views
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IFriendService::GetFriendList
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pm: Implement various pm commands for finding process and title IDs
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mii: Implement IDatabaseService SetInterfaceVersion
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video_core: Add missing override specifiers
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Also shows Nvidia's address space on comments.
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