Age | Commit message (Collapse) | Author |
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Previously core itself was the library containing the code to gather
common information (build info, CPU info, and OS info), however all of
this isn't core-dependent and can be moved to the common code and use
the common interfaces. We can then just call those functions from the
core instead.
This will allow replacing our CPU detection with Xbyak's which has
better detection facilities than ours. It also keeps more
architecture-dependent code in common instead of core.
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audout_u: Correct IAudioOut initializer list order
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Fix BC7U
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renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.
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The filter is returned via const reference, so this was making a
pointless copy of the entire filter every time a message was being
pushed into the logger instance.
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Added missing channel devices
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Orders elements in the precise order they'll be initialized.
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- Used by Breath of the Wild.
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Implement RG32UI and R32UI
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audio_core: Interpolate
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arm_dynarmic: Remove IsExecuting check from PrepareReschedule
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maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
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No longer required. HaltExecution is a no-op if it is not currently executing.
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Needed for xenoblade
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vfs: Use sanitized paths within MoveFile() and MoveDirectory()
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card_image: Simplify return statement of GetSubdirectories()
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kernel/object: Tighten object against data races
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- Used by Breath of the Wild.
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Despite being covered by a global mutex, we should still ensure that the
class handles its reference counts properly. This avoids potential
shenanigans when it comes to data races.
Given this is the root object that drives quite a bit of the kernel
object hierarchy, ensuring we always have the correct behavior (and no
races) is a good thing.
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- Used by Breath of the Wild.
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renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
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- Used by Breath of the Wild.
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- Used by Breath of the Wild.
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Use an approximated amortized amount of ticks when advancing timing.
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scheduler: Make HaveReadyThreads() a const member function
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Fixed a bunch of race conditions when running in multicore mode.
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Kernel/Mutex: Don't duplicate threads in the mutex waiter list.
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gl_shader_decompiler: Implement XMAD instruction.
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We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast.
This lets us bypass certain hangs in some games like Breath of the Wild.
We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
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The current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that.
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Another thread may write to this variable while the core in question is in the middle of checking for a reschedule request.
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Another thread might be in the middle of an SVC, thus altering the state of the schedulers.
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Another thread might be in the middle of a reschedule, thus altering the state of the schedulers.
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WakeAfterDelay might be called from any host thread, so err on the side of caution and use the thread-safe CoreTiming::ScheduleEventThreadsafe.
Note that CoreTiming is still far from thread-safe, there may be more things we have to work on for it to be up to par with what we want.
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Exit from AddMutexWaiter early if the thread is already waiting for a mutex owned by the owner thread.
This accounts for the possibility of a thread that is waiting on a condition variable being awakened twice in a row.
Also added more validation asserts.
This should fix one of the random crashes in Breath Of The Wild.
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Makes it consistent with the other VFS interfaces and prevents implicit
construction.
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struct should be used when the data type is very simple or otherwise has
no invariants associated with it. Given these are used to form a
hierarchy, class should be used instead.
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Fixed invalid cast in loader
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cubeb_sink: Protect queue with a mutex
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GetAudioDeviceServiceWithRevisionInfo (Used by Bloodstained: Curse of the Moon)
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Added GetAudioRendererSampleRate, GetAudioRendererSampleCount & GetAudioRendererMixBufferCount
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hid: Stub DisconnectNpad()
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