| Age | Commit message (Collapse) | Author |
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Gets rid of truncation warnings about conversion to int. While we're at
it, we can also de-hardcode the buffer size being used.
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file_sys: Add support for registration format
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lm: Handle threads and modules within the logger
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loader: Make ResultStatus directly compatible with fmt
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Core::CoreTiming: add UnscheduleEventThreadsafe
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sm/controller: Correct return value of QueryPointerBufferSize
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Shaders: Implemented I2F_C and F2I_C, along with the negation bits of the conversion instructions.
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kernel/server_session: Add IsSession() member function
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gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
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Allows querying the inverse of IsDomain() to make things more readable.
This will likely also be usable in the event of implementing
ConvertDomainToSession().
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This should be returning a u16 according to Switch Brew.
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We can make the enum class type compatible with fmt by providing an
overload of operator<<.
While we're at it, perform proper bounds checking. If something exceeds
the array, it should be a hard fail, because it's, without a doubt, a
programmer error in this case.
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Using LOG_TRACE here isn't a good idea because LOG_TRACE is only enabled
when yuzu is compiled in debug mode. Debug mode is also quite slow, and
so we're potentially throwing away logging messages that can provide
value when trying to boot games.
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The thread field serves to indicate which thread a log is related to and
provides the length of the thread's name, so we can print that out,
ditto for modules.
Now we can know what threads are potentially spawning off logging
messages (for example Lydie & Suelle bounces between MainThread and
LoadingThread when initializing the game).
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- Used by Breath of the Wild.
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maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.
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gl_rasterizer: Fix upload size for constant buffers.
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gl_shader_decompiler: Several fixes for indirect constant buffer loads.
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gl_rasterizer_cache: Implement G8R8S format.
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emu_window: Ensure WindowConfig members are always initialized
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loader: Remove address mapping remnants from citra
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kernel/svc: Log svcBreak parameters
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common/xbyak_abi: Mark defined functions in header as inline
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Require by Zelda Breath Of The Wild
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common/misc: use windows.h
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mm_u: Move interface class into the cpp file
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These mappings are leftovers from citra and don't apply to the Switch.
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Given if we hit here all is lost, we should probably be logging the
break reason code and associated information to distinguish between the
causes.
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- Used by Super Mario Odyssey.
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Previously we weren't always initializing all members of the struct.
Prevents potentially wonky behavior from occurring.
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Avoids potential One Definition Rule violations when these are used in
the future.
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These currently aren't used and contain commented out source code that
corresponds to Dolphin's JIT. Given our CPU code is organized quite
differently, we shouldn't be keeping this around (at the moment it just
adds to compile times marginally).
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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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Ensures both variants go through the same interface, and while we're at
it, add Finalize to provide the inverse of Initialize for consistency.
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Now if changes are ever made to the behavior of the class, it doesn't
involve rebuilding everything that includes the mm_u header.
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