Age | Commit message (Collapse) | Author |
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video_core: Move morton functions out of gl_rasterizer_cache
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nvdrv: Implement/stub DumpGraphicsMemoryInfo and GetStatus.
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memory_manager: Do not allow 0 to be a valid GPUVAddr.
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sm: Implement RegisterService and UnregisterService
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filesystem: Clear registered union paths on factory creation
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Update OpenGL's backend version from 3.3 to 4.3
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Add support for clear_flags register
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GDBStub Improvements
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Report resolution scaling support for vi and am
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patch_manager: Add support for applying LayeredFS patches to ExeFS
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gl_shader_decompiler: Rename cc to condition code and name internal flags
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- Used by Undertale.
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shader_cache: Only lock covered instructions.
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software_keyboard: Minor changes
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- Fixes a bug with Undertale using 0 for a render target.
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applets: Add StubApplet and use it as fallback when AppletId is not implemented
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core: Relocate CPU core management to its own class
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common/thread: Minor cleanup
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* Added predicate comparison LessEqualWithNan
* oops
* Clang fix
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gl_shader_decompiler: Fix register overwriting on texture calls
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Properly Implemented TXQ Instruction
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nvhost_ctrl_gpu: Implement IoctlGetGpuTime.
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Prevents memory exceptions when the debug pad is enabled.
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maxwell_3d: Implement alternate blend equations.
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audout_u: Add support for multiple IAudioOut streams.
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macro_interpreter: Implement AddWithCarry and SubtractWithBorrow.
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Keeps the CPU-specific behavior from being spread throughout the main
System class. This will also act as the home to contain member functions
that perform operations on all cores. The reason for this being that the
following pattern is sort of prevalent throughout sections of the
codebase:
If clearing the instruction cache for all 4 cores is necessary:
Core::System::GetInstance().ArmInterface(0).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(1).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(2).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(3).ClearInstructionCache();
This is kind of... well, silly to copy around whenever it's needed.
especially when it can be reduced down to a single line.
This change also puts the basics in place to begin "ungrafting" all of the
forwarding member functions from the System class that are used to
access CPU state or invoke CPU-specific behavior. As such, this change
itself makes no changes to the direct external interface of System. This
will be covered by another changeset.
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- Used by Undertale.
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- Used by Undertale.
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- Used by Undertale.
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This is inconsistent with our coding style.
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Implemented Fast Layered Copy
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common: Remove bit_set.h
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kernel/handle_table: Minor changes
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While admirable as a means to ensure immutability, this has the
unfortunate downside of making the class non-movable. std::move cannot
actually perform a move operation if the provided operand has const data
members (std::move acts as an operation to "slide" resources out of an
object instance). Given Barrier contains move-only types such as
std::mutex, this can lead to confusing error messages if an object ever
contained a Barrier instance and said object was attempted to be moved.
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Simplifies the constructor interfaces for Barrier and Event classes.
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Keeps the non-member interface in one spot instead of split into two
places, making it nicer to locate functions.
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This is also unused and superceded by standard functionality. The
standard library provides std::this_thread::sleep_for(), which provides
a much more flexible interface, as different time units can be used with
it.
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This is an old function that's no longer necessary. C++11 introduced
proper threading support to the language and a thread ID can be
retrieved via std::this_thread::get_id() if it's ever needed.
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This is an analog of BitSet from Dolphin that was introduced to allow
iterating over a set of bits. Given it's currently unused, and given
that std::bitset exists, we can remove this. If it's ever needed in the
future it can be brought back.
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This will log all data it receives, log all calls to its methods and push dummy data into both channels on execution.
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