Age | Commit message (Collapse) | Author |
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This reduces clicking in output audio should we underrun.
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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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core: Migrate current_process pointer to the kernel
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This has gotten sufficiently large enough to warrant moving it to its
own source files. Especially given it dumps the file_sys headers around
code that doesn't use it for the most part.
This'll also make it easier to introduce a type alias for the
compatibility list, so a large unordered_map type declaration doesn't
need to be specified all the time (we don't want to propagate the
game_list_p.h include via the main game_list.h header).
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Given we now have the kernel as a class, it doesn't make sense to keep
the current process pointer within the System class, as processes are
related to the kernel.
This also gets rid of a subtle case where memory wouldn't be freed on
core shutdown, as the current_process pointer would never be reset,
causing the pointed to contents to continue to live.
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file_sys/{nca_patch, patch_manager}: Amend unnecessary/missing includes.
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frontend: Set swap interval to 0
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core/core: Remove unnecessary sm/controller include
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video_core/CMakeLists: Add missing gl_buffer_cache.h
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video_core/gl_buffer_cache: Minor tidying changes
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gl_rasterizer: Call state.Apply only once on SetupShaders.
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Ensures that the cache always has a deterministic initial state.
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GetHandle() internally calls GetHandle() on the stream_buffer instance,
which is a const member function, so this can be made const as well.
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Implicit conversions during construction isn't desirable here.
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Without this, the header file won't show up by default within IDEs such
as Visual Studio.
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The only reason this include was necessary, was because the constructor
wasn't defaulted in the cpp file and the compiler would inline it
wherever it was used. However, given Controller is forward declared, all
those inlined constructors would see an incomplete type, causing a
compilation failure. So, we just place the constructor in the cpp file,
where it can see the complete type definition, allowing us to remove
this include.
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Orders the elements in the initializer list in the order they're
specified in the class. This prevents compiler warnings about
initialization order.
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romfs.h doesn't need to be included in the header, the only real
dependency here is common's swap.h that needs to be included.
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These includes were previously being satisfied indirectly.
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IMO the old code is fine, but nvidia raises shader compiler warnings.
Trivial fix through...
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gl_rasterizer: Implement a VAO cache.
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shader_decompiler: Implemented IPA Properly (Stage 1)
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file_sys/submission_package: Replace includes with forward declarations where applicable
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file_sys: Add support for BKTR format (Game Updates)
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This is called ~3k times per frame in SMO ingame.
My laptop spends ~3ms per frame on allocating and freeing this string.
Let's just stop printing this kind of redundant information.
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Orders the elements in the sequence to match the order in which they'll
actually be initialized in.
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This patch caches VAO objects instead of re-emiting all pointers per draw call.
Configuring this pointers is known as a fast task, but it yields too many GL
calls. So for better performance, just bind the VAO instead of 16 pointers.
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where applicable
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The idea of this cache is to avoid redundant uploads. So we are going
to cache the uploaded buffers within the stream_buffer and just reuse
the old pointers.
The next step is to implement a VBO cache on GPU memory, but for now,
I want to check the overhead of the cache management. Fetching the
buffer over PCI-E should be quite fast.
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gl_shader_cache: Use an u32 for the binding point cache.
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Now display correct error instead of catch-all MissingProgramNCA
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Mainly, from control.nacp metadata instead of cnmt metadata
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