Age | Commit message (Collapse) | Author |
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vulkan: disable extendedDynamicState3ColorBlendEquation on radv
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vk_scheduler: split work queue waits and execution waits
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video_core: Update texture format
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input_common: sdl: Only send last vibration command
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yuzu: Move audio settings to audio section
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video_core: Fix inline_index and draw_texture error
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KSharedMemory, KSpinLock
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KPriorityQueue
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KScopedSchedulerLockAndSleep, KThreadQueue to new style
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AccelerateDMA: Refactor Buffer/Image copy code and implement for OGL
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kernel: add timer pointer to KThreadQueue
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service: nfp: Improve implementation
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OpenGL: Prefer glClientWaitSync for OGLSync objects
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native_clock: Re-adjust the RDTSC frequency to its real frequency
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kernel: clone fpu status on CreateThread
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buffer_cache: Add logic for non-NVN storage buffer tracking
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At least on Nvidia, glClientWaitSync with a timeout of 0 (non-blocking) is faster than glGetSynciv of GL_SYNC_STATUS.
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input_common: Increase mouse sensitivity range
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hle: rename legacy errors to Results
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kernel: fix WaitSynchronization
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Check all swizzle components for red, not just [0]
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SpeedLimiting is SC only. Since MC is performance oriented we should check for it first to skip checking use_speed_limit.
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