Age | Commit message (Collapse) | Author |
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issues"
This reverts commit fc086f93b2165b5c210cb7dcd6c18ebe17f1fd7b.
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hle_ipc: Add a getter for PID
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configuration: Add CPU tab to game properties and slight per-game settings rework
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Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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parent_of_member: Make sign conversion explicit in OffsetOfImpl()
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input_common: Sanitize motion data
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Drops an unused variant of ApplyPerGameSetting, and turns the QComboBox
variants of SetPerGameSetting into a template.
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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perf_stats: Rework FPS counter to be more accurate
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size is already the size in bytes. We do not need to multiply it by the page size
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buffer_cache: Ensure null buffers cannot take the fast uniform bind path
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CMakeLists: Enforce C4715 on MSVC
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This is similar to -Werror=return-type
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Duplicate labels were unintentionally introduced due to copy-paste. This silences the compilation warning produced by the presence of these duplicates.
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main: Prevent installing base titles into NAND
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Fixes a crash in New Pokemon Snap
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nvflinger: Create layers when they are queried but not found
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core: Make variable shadowing a compile-time error
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nifm, ssl: Fix incorrect response sizes
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Many users have been installing their base titles into NAND instead of adding them into the games list. This prevents users from installing any base titles and warns the user about the action.
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This is more concise and consistent with the rest of the codebase.
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Now that we have most of core free of shadowing, we can enable the
warning as an error to catch anything that may be remaining and also
eliminate this class of logic bug entirely.
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main: Add running title's version to window name on EA/mainline
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Allows setting CPU accuracy to Accurate or Unsafe per-game, as well as
the accuracy options for Unsafe. Debug is not allowed here as a per-game
CPU accuracy.
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Various improvements to IPC and session management
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texture_cache: Handle out of bound texture blits
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Originally, every time we add a per-game setting, we'd have to guard for
it when setting it on the global config, and use a specific function to
do it for the per-game config.
This moves the global check into the ApplyPerGameSetting function so
that we can use it for changing both the global and per-game states.
Less work for the programmer.
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Monke brain can't remember what all of these does a year later.
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Required to make CPU accuracy and unsafe settings available to use as a
per-game setting.
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The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case.
This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics.
The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values.
The status bar update frequency was also changed from 2 seconds to 500ms.
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Fixes the missing title version number on EA/mainline builds which override the title bar string.
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ssl: Stub Import(Client/Server)Pki
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configure_ui: Call RequestGameListUpdate when toggling "Show Add-Ons Column"
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- Used in JUMP FORCE Deluxe Edition
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hid: Improve hardware accuracy of gestures
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management.
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- Fixes our error checking of names as well.
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- Fixes our move handles implementation to actually move objects.
- Simplifies the traditional IPC path.
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KSession.
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