| Age | Commit message (Collapse) | Author |
|
Geometry shaders follow a pattern that results in out of bound reads.
This pattern is:
- VSETP to predicate
- Use that predicate to conditionally set a register a big number
- Use the register to access geometry shaders
At the time of writing this commit I don't know what's the intent of
this number. Some drivers argue about these out of bound reads. To avoid
this issue, input reads are guarded limiting reads to the highest
posible vertex input of the current topology (e.g. points to 1 and
triangles to 3).
|
|
Fixes the buildbot.
|
|
Updated npad styles on holdtype switches
|
|
* svcBreak now dumps information from the debug buffer passed
info1 and info2 seem to somtimes hold an address to a buffer, this is usually 4 bytes or the size of the int and contains an error code. There's other circumstances where it can be something different so we hexdump these to examine them at a later date.
* Addressed comments
|
|
Implement acc:TrySelectUserWithoutInteraction
|
|
Fixes input for megaman
|
|
memory_manager: Do not MapBufferEx over already in use memory.
|
|
Implement multi-target viewports and blending
|
|
|
|
|
|
Needed for Shantae - Half-Genie Hero - Ultimate Edition!
|
|
They were missed, and Copy is very high in profile here. It doesn't block the GPU,
but it stalls the driver thread. So with our bad GL instructions, this might block quite a while.
|
|
|
|
This serialize to the driver thread and so it may block for a while.
So if it is in the benchmark, we get noticed if it happens too often.
|
|
This was created with the unfinished resampling PR in mind.
As the resampling is now on the audio thread, we don't need to care about this here any more.
|
|
Those implementations are quite costly, so there is no need to inline them to the caller.
Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
|
|
Implement Cube Arrays
|
|
Fixed HID crash when launching more than 1 game & signaled styleset change event
|
|
logging: Add DebuggerBackend for logging to Visual Studio
|
|
qt: Add help option to open yuzu folder
|
|
in the alpha channel in some render targets.
|
|
|
|
Implement ASTC Textures 5x5 and fix a bunch of ASTC texture problems
|
|
Fix quickstart link
|
|
|
|
|
|
Opens a new file manager window at the UserDir.
|
|
|
|
This should fix crashes when launching multiple games in yuzu
|
|
|
|
configure_system: Contrain profile usernames to 32 characters
|
|
- This fixes rendering when changing areas in Super Mario Odyssey.
|
|
Improve OpenGL state handling
|
|
|
|
|
|
|
|
Assert Control Flow Instructions using Control Codes
|
|
- Fixes an issue where macros could be skipped.
- Fixes rendering of distant objects in Super Mario Odyssey.
|
|
Port citra-emu/citra#4369: "compatdb: Use a seperate endpoint for testcase submission"
|
|
Assert Control Codes Generation on Shader Instructions
|
|
video_core: Move surface declarations out of gl_rasterizer_cache
|
|
Previously, we would let a user enter an unbounded name and then
silently truncate away characters that went over the 32-character limit.
This is kind of bad from the UX point of view, because we're essentially
not doing what the user intended in certain scenarios.
Instead, we clamp it to 32 characters and make that visually apparent in
the dialog box to provide a name for a user.
|
|
|
|
Updated based off information on SwitchBrew.
|
|
|
|
|
|
general: Remove unused boost inclusions where applicable
|
|
configure_system: Fix compiler warning
|
|
Cleans up unused includes and trims off some dependencies on externals.
|
|
* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
|