Age | Commit message (Collapse) | Author |
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patch_manager: Remove usages of the global system instance
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gl_rasterizer: Make floating-point literal a float
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async_shaders: std::move data within QueueVulkanShader()
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core: Make nvservices more standardized
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gl_rasterizer: Remove warning of untested alpha test
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Alpha test has been proven to only affect the first render target.
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shader_bytecode: Eliminate variable shadowing
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hle: service: Stub OLSC Initialize and SetSaveDataBackupSettingEnabled functions.
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Same behavior, but constructs the threads in place instead of moving
them.
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This is equivalent to moving all the contents and then clearing the
vector. This avoids a redundant allocation.
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Same behavior, but avoids redundant copies.
While we're at it, we can simplify the pushing of the parameters into
the pending queue.
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Gets rid of an unnecessary expansion from float to double.
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Ensures that all queried values are made use of.
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configure_input_player: Use static qualifier for IsProfileNameValid()
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Modify rumble amplification
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common/bit_cast: Add function matching std::bit_cast without constexpr
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maxwell_3d: Move code to separate functions and insert instead of push_back
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Add a std::bit_cast-like function archiving the same runtime results as
the standard function, without compile time support.
This allows us to use bit_cast while we wait for compiler support, it
can be trivially replaced in the future.
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functions.
- Used by Animal Cross: New Horizons v1.6.0 update, minimal stub gets this update working.
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Prevents us from churning memory by freeing and reallocating a memory
block that would have already been adequate as is.
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page_table: Allow page tables to be moved
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With this, only 19 usages of the global system instance remain within
the core library.
We're almost there.
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This is a static member function, so we don't need use an existing
instance to call this function.
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Project Mjölnir: Part 3 - Controller Profiles and Vibration Rework
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VirtualBuffer makes use of VirtualAlloc (on Windows) and mmap() (on
other platforms). Neither of these ensure that non-trivial objects are
properly constructed in the allocated memory.
To prevent potential undefined behavior occurring due to that, we can
add a static assert to loudly complain about cases where that is done.
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Makes page tables and virtual buffers able to be moved, but not copied,
making the interface more flexible.
Previously, with the destructor specified, but no move assignment or
constructor specified, they wouldn't be implicitly generated.
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Resolves two -Wdocumentation warnings.
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Prevents indirect inclusions for these headers.
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motion_input: Mark member functions as [[nodiscard]] where applicable
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Upon further investigation, these commands allow temporary vibrations even when the "Controller Vibration" system setting is disabled. As a result, vibrations are allowed when either the system setting or this flag is set to true. Therefore, we can only block vibrations when both flags are set to false.
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Not all controllers have a SDL_GameController binding. This caused controllers not present in the SDL GameController database to have buttons mapped instead of axes.
Furthermore, it was not possible to invert the axes when it could be useful such as emulating a horizontal single joycon or other potential cases. This allows us to invert the axes by reversing the order of mapping (vertical, then horizontal).
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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Previously we used a vibration filter that filters out amplitudes close to each other. It turns out there are cases where this results into vibrations that are too inaccurate. Remove this and move the 100Hz vibration filter (Only allowing a maximum of 100 vibrations per second) from sdl_impl to npad when enable_accurate_vibrations is set to false.
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Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected.
Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue.
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A vibration device is an input device that returns an unsigned byte as status.
It represents whether the vibration device supports vibration or not.
If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
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Allows for enabling and modifying vibration and vibration strength per player.
Also adds a toggle for enabling/disabling accurate vibrations.
Co-authored-by: Its-Rei <kupfel@gmail.com>
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This will be replaced in favor of per-player vibration strength modifiers.
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