Age | Commit message (Collapse) | Author |
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- In general, this is now the preferred settings for most games.
# Conflicts:
# src/yuzu/configuration/config.cpp
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video_core: NVDEC Implementation
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core: cpu_manager: Add missing call to MicroProfileOnThreadExit().
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hle: services: TimeZoneContentManager: This can be made explicit.
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This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library.
The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data.
To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library.
Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header.
Async GPU is not properly implemented at the moment.
Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
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controller: Pass ControllerParameters by reference in ReconfigureControllers()
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Prevents unnecessary copies and heap reallocations from occurring.
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- Fixes an occasional crash when trying to launch subsequent games.
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controller: Convert led_patterns integer literals to bool literals
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general: Use template deduction guides for lock_guard
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Same behavior, less code.
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'bool' isn't always guaranteed to be the same size as an int, so this
can technically cause truncation warnings if we support other platforms.
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Resolves a warning where not all control paths return a value.
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main/profile_select: Don't ask for profile when there's only one.
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sdl_impl: Fix controller reconnection issues
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video_core: Fix instances where msbuild always regenerated host shaders
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service: time: Update current time with changes to RTC setting.
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Should finally resolve building with clang.
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It turns out that after a controller is disconnected, there is a chance that events from the previous controller are sent/processed after it has been disconnected.
This causes the previously disconnected controller to reappear as connected due to GetSDLJoystickBySDLID() emplacing this controller back to the map.
Fix this by only returning an SDLJoystick if and only if it exists in the map.
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video_core: Conditially activate relevant compiler warnings
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Resolves the clang build issue in a more unintrusive way.
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These compiler flags aren't shared with clang, so specifying these flags
unconditionally can lead to a bit of warning spam.
While we're in the area, we can also enable -Wunused-but-set-parameter
given this is almost always a bug.
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This slipped through the cracks due to another change being merged
before the compiler flag changes.
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gl_arb_decompiler: Implement robust buffer operations
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core: Fix clang build
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nifm: GetAppletInfo stub
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configure_input_player: Fix modifier buttons
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sdl_impl: Erase the SDLJoystick entry after removing a controller
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Fix them for real this time, now they finally work.
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This emulates the behavior we get on GLSL with regular SSBOs with a
pointer + length pair. It aims to be consistent with the crashes we
might get.
Out of bounds stores are ignored. Atomics are ignored and return zero.
Reads return zero.
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Fixes crash for Catherine Full Body
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kernel: Implement host thread register methods without locking
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filesystem: Fix CreateDirectory and DeleteFile
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renderer_vulkan: Create and properly use Vulkan 1.0 instances when 1.1 is not available
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core: Add boxcat sources with target_sources
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hle: service: nvdrv: Implement nvhost_as_gpu::FreeSpace.
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Same behavior, minus a script variable.
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mii/manager: Make use of unused lower bound in GetRandomValue()
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vk_graphics_pipeline: Manage primitive topology as fixed state
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Recent changes to the build system that made more warnings be flagged as
errors caused building via clang to break.
Fixes #4795
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Previously, the lower bound wasn't being used and zero was being used as
the lower bound every time this function was called.
This affects the outcome of some of the randomized entries a little bit,
for example, the lower-bound for beard and mustache flags was supposed
to be 1, not 0.
Aside from these cases, the bug didn't affect anything else.
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service: bcat: Check client connection before interacting with socket.
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- Fixes a crash when BCAT service is offline.
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Same behavior, but makes the callback list nicer to look at.
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Avoids redundant copies.
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Previously, disconnecting a controller still leaves a null SDLJoystick entry within the vector of SDLJoysticks mapped by GUID.
When a DirectInput device of the same GUID is reconnected, it adds that device to a new port causing non-detectable input.
Furthermore, opening the "Configure" menu would cause yuzu to crash since it first tries to resolve the name of a null SDLJoystick entry that was not removed.
Resolve this by properly erasing the SDLJoystick entry from the vector.
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