Age | Commit message (Collapse) | Author |
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Force early fragment tests when the 3D method is enabled.
The established pipeline cache takes care of recompiling if needed.
This is implemented only on Vulkan to avoid invalidating the shader
cache on OpenGL.
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nvdrv, video_core: Don't index out of bounds when given invalid syncpoint ID
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nvservices: Reintroducee IoctlCtrl
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error: unknown warning option '-Werror=unused-but-set-parameter'; did you mean '-Werror=unused-parameter'? [-Werror,-Wunknown-warning-option]
error: unknown warning option '-Werror=unused-but-set-variable'; did you mean '-Werror=unused-const-variable'? [-Werror,-Wunknown-warning-option]
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
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renderer_vulkan: Implement alpha testing
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configure_input_player: Use the NpadStyleSet to limit the available controllers shown
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audren: Make use of nodiscard, rework downmixing, release all buffers
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core: cpu_manager: Fix shutdown crash when closing before emulation starts.
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Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
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Used by various textures in many titles, e.g. SSBU menu.
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Allow to dial any angle with digital joystick
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- This is used by Super Mario 3D All-Stars.
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* hle: services: Fix a crash with improper NVFlinger lifetime management.
- This crash would happen when attempting to shutdown yuzu early on in boot.
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- Use .at() instead of raw indexing when dealing with untrusted indices.
- For the special case of WaitFence with syncpoint id UINT32_MAX,
instead of crashing, log an error and ignore. This is what I get when
running Super Mario Maker 2.
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decoder/image: Fix incorrect G24R8 component sizes in GetComponentSize()
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core: Make use of [[nodiscard]] with the System class
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svc: Remove unnecessary [[maybe_unused]] tag
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Fixes regression caused by #4907 which caused games like Breath of the Wild 1.0.0 not to boot.
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Fixes build break due to #4927
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input_common: Treat warnings as errors
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main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
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logging/settings: Increase maximum log size to 100 MB and add extended logging option
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The parameter is used in this function, so this suppression isn't
necessary.
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Migrates over warnings as errors for input common to match how the
common library treats warnings as errors.
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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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This will reduce the likelihood of an invalid controller type to be set within a game
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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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