Age | Commit message (Collapse) | Author |
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Fixed renderdoc input/output textures not working due to multiple render targets
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This places the font data within cpp files, which mitigates the
possibility of the font data being duplicated within the binary if it's
referred to in more than one translation unit in the future. It also
stores the data within a std::array, which is more flexible when it
comes to operating with the standard library.
Furthermore, it makes the data arrays const. This is what we want, as it
allows the compiler to store the data within the read-only segment. As
it is, having several large sections of mutable data like this just
leaves spots in memory that we can accidentally write to (via accidental
overruns, what have you) and actually have it work. This ensures the
font data remains the same no matter what.
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* Add open-source shared fonts
* Address review comments
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* Joystick hotplug support (#4141)
* use SDL_PollEvent instead of SDL_JoystickUpdate
Register hot plugged controller by GUID if they were configured in a previous session
* Move SDL_PollEvent into its own thread
* Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call
* Fix that joystick_list gets cleared after SDL_Quit
* Add VirtualJoystick for InputDevices thats never nullptr
* fixup! Add VirtualJoystick for InputDevices thats never nullptr
* fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr
* Remove SDL_GameController, make SDL_Joystick* unique_ptr
* fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr
* Adressed feedback; fixed handling of same guid reconnects
* fixup! Adressed feedback; fixed handling of same guid reconnects
* merge the two joystick_lists into one
* make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! fixup! make SDLJoystick a member of VirtualJoystick
* SDLJoystick: Addressed review comments
* Address one missed review comment
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gl_rasterizer: Implement clear for non-zero render targets.
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gl_rasterizer_cache: Only use depth for applicable texture formats.
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gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
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Remove the multi-core option from the UI
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Inline the WriteReg helper as it is called ~20k times per frame.
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This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
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This virtual function is called in a very hot spot, and it does nothing.
If this kind of feature is required, please be more specific and add callbacks
in the switch statement within Maxwell3D::WriteReg. There is no point in having
another switch statement within the rasterizer.
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- Fixes an issue with Octopath Traveler leaving stale data here.
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- Several misc. changes to ConfigureFramebuffers in support of this.
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- Used by Octopath Traveler (with multiple render targets).
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yuzu-cmd: fix SDL logging
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yuzu: Move compatibility list specifics to their own source files
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hid: Implement ReloadInputDevices
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service: Remove unused g_kernel_named_ports variable
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With the named port functionality all migrated over to the kernel,
there's no need to keep this around anymore.
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shader_decompiler: Implemented TMML
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GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
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video_core: fixed arithmetic overflow warnings & improved code style
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NavigateToGamedbEntryRequested() a const reference
The compatibility list isn't modified within any of the slots connected
to this signal, so we can make it const to enforce immutability.
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Lets us keep the generic portions of the compatibility list code
together, and allows us to introduce a type alias that makes it so we
don't need to type out a very long type declaration anymore, making the
immediate readability of some code better.
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- Fixed all warnings, for renderer_opengl items, which were indicating a
possible incorrect behavior from integral promotion rules and types
larger than those in which arithmetic is typically performed.
- Added const for variables where possible and meaningful.
- Added constexpr where possible.
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When not set, this tells the GPU to only use the X size when performing a DMA copy.
This is only implemented for linear->linear and tiled->tiled copies. Conversion copies still retain the assert.
This bit is unset by some games for various purposes, and by nouveau when copying the vertex buffers.
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Initial support for non-2D textures
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yuzu: fix title bar display
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Previously the version number got hidden after starting a game.
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gl_rasterizer: Use baseInstance instead of moving the buffer points.
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yuzu: Move GameListWorker to its own source files
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This hopefully helps our cache not to redundant upload the vertex buffer.
# Conflicts:
# src/video_core/renderer_opengl/gl_rasterizer.cpp
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* video_core: Arithmetic overflow fix for gl_rasterizer
- Fixed warnings, which were indicating incorrect behavior from integral
promotion rules and types larger than those in which arithmetic is
typically performed.
- Added const for variables where possible and meaningful.
* Changed the casts from C to C++ style
Changed the C-style casts to C++ casts as proposed.
Took also care about signed / unsigned behaviour.
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- Will not work for non-2d textures, and was not used anyways.
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