| Age | Commit message (Collapse) | Author | 
|---|
|  | Xenoblade 2 invokes a draw call with zero vertices.
This is likely due to indirect drawing (glDrawArraysIndirect).
This causes a crash in the staging buffer pool when trying to create a
buffer with a size of zero. To workaround this, skip index buffer setup
entirely when the number of indices is zero. | 
|  | vk_renderpass_cache: Pack renderpass cache key and unify keys | 
|  | vk_memory_manager: Remove unified memory model flag | 
|  | services: hid: Stub StopSevenSixAxisSensor. | 
|  | Optimize GPU Command Lists and Introduce Fast GPU Time Option | 
|  | Fix "Port citra-emu/citra#4956: "Fixes to game list sorting" #3611" | 
|  | service: Update function tables | 
|  | {gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers | 
|  | configuration: Add Restore Default and Clear options to hotkeys | 
|  | configure_input_player: Use slider to edit modifier scale | 
|  | - Used by The Legend of Zelda: Breath of the Wild v1.6.0 | 
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|  | vulkan/wrapper: Sort physical devices | 
|  | decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits | 
|  | svc: Re-add MapProcessCodeMemory/UnmapProcessCodeMemory | 
|  | Sometimes for unknown reasons NVN games can bind a render target format
of 0. This may be a yuzu bug.
With the commits before this the formats were specified without being
"packed", assuming all formats and texceptions will be written like in
the color_attachments vector.
To address this issue, iterate all render targets and pack them as they
are valid. This way they will match color_attachments.
- Fixes validation errors and graphical issues on Breath of the Wild. | 
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|  | shader/arithmetic_integer: Fix LEA_IMM encoding | 
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|  | frontend/filesystem: Add a trailing separator to the string path | 
|  | page_table: Remove unused captures | 
|  | svc: Remove unused variable | 
|  | Amends the parameter to match the documentation reference.
Resolves a -Wdocumentation warning with clang. | 
|  | These were lost in the re-implementation of the virtual memory manager. | 
|  | Since the VMM refactor, this is no longer used or needed. | 
|  | Any time the lambda function is called, the permission being used in the
capture would be passed in as an argument to the lambda, so the capture
is unnecessary. | 
|  | The encoding for negation and absolute value was wrong.
Extracting is now done manually. Similar instructions having different
encodings is the rule, not the exception. To keep sanity and readability
I preferred to extract the desired bit manually.
This is implemented against nxas:
https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L68
That is itself tested against nvdisasm (Nvidia's official disassembler). | 
|  | Framebuffer creation was ignoring the number of color attachments. | 
|  | This allows us to call Common::CityHash and std::memcmp only once for
GraphicsPipelineCacheKey. While we are at it, do the same for compute. | 
|  |  | 
|  | Fix format error in performance statistics | 
|  | * kernel: memory: Improve implementation of device shared memory.
* fixup! kernel: memory: Improve implementation of device shared memory.
* fixup! kernel: memory: Improve implementation of device shared memory. | 
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|  | service/time: Remove reliance on the global system accessor | 
|  | CMakeLists: Enable -Wmissing-declarations on Linux builds | 
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|  | Formatting | 
|  | Introduce Predictive Flushing and Improve ASYNC GPU | 
|  | vk_pipeline_cache: Fix unintentional memcpy into optional | 
|  | The intention behind this was to assign a float to from an uint32_t, but
it was unintentionally being copied directly into the std::optional.
Copy to a temporary and assign that temporary to std::optional. This can
be replaced with std::bit_cast<float> once we are in C++20. | 
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|  | thread: FPCR.FZ is likely not 1 (and FPCR.RMode = TieAway and FPCR.DN = 0) | 
|  | Add missing ; | 
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|  | Introduce dummy context for yuzu-cmd VK support | 
|  | renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows |