Age | Commit message (Collapse) | Author |
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VKDevice::IsSuitable was not being called. To address this issue, check
suitability before initialization and throw an exception if it fails.
By doing this, we can deduplicate some code on queue searches.
Previosuly we would first search if a present and graphics queue
existed, then on initialization we would search again to find the index.
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The Vulkan device abstraction either initializes successfully on the
constructor or throws a Vulkan exception.
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Report device enumeration errors with exceptions to be consistent with
other initialization related function calls. Reduces the amount of code
to maintain.
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Move surface initialization code to a separate file. It's unlikely to
use this code outside of Vulkan, but keeping platform-specific code
(Win32, Xlib, Wayland) in its own translation unit keeps things cleaner.
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Move more Vulkan code to report errors with exceptions and report them
through a log before notifying it with an error boolean for backwards
compatibility. In the future we can replace the rasterizer two-step
initialization to always use exceptions.
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Initialize debug callbacks (messenger) from a separate file. This allows
sharing code with different backends.
Change our Vulkan error handling to use exceptions instead of error
codes, simplifying the initialization process.
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Simplify Vulkan's backend initialization code by moving it to a separate
file, allowing us to initialize a Vulkan instance from different
backends.
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vulkan_common/vulkan_wrapper.h
Allows sharing Vulkan wrapper code between different rendering backends.
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Allows us to initialize a Vulkan dynamic library from different backends
without duplicating code.
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Silences a -Wmaybe-uninitialized warning
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cmake: Enforce -Wuninitialized
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The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.
This commit aims to address those issues.
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Add support for building SPIR-V shaders from GLSL and generating headers
to include the text of those same GLSL shaders to consume from OpenGL.
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k_priority_queue: Fix concepts use
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Add missing include of "core/hle/kernel/kernel.h"
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- For `std::same_as`, add missing include of `<concepts>`.
- For `std::convertible_to`, create a replacement in `common/concepts.h`
and use that instead.
This would also be found in `<concepts>`, but unlike `std::same_as`,
`std::convertible_to` is not yet implemented in libc++, LLVM's STL
implementation - not even in master. (In fact, `std::same_as` is the
*only* concept currently implemented. For some reason.)
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This is needed as the header invokes methods on KernelCore.
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svc: demote SleepThread log to LOG_TRACE
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This log is called often, and introduces a lot of noise when debug logging is enabled, making it difficult to see other debug logs.
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input_common: process udp packets only for the correct pad
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video_core: Enforce C4715 (not all control paths return a value)
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cmake: Always enable Vulkan
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* core: memory: Ensure thread safe access when pages are rasterizer cached.
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Removes the unnecesary burden of maintaining separate #ifdef paths and
allows us sharing generic Vulkan code across APIs.
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Most of the time people write code that always returns a value,
terminates execution, throws an exception, or uses an unconventional
jump primitive.
This is not always true when we build without asserts on mainline builds.
To avoid introducing undefined behavior on our most used builds, enforce
this warning signalling an error and stopping the build from shipping.
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yuzu/main: Save settings when starting guest
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Adds a unique access key to each action within each menu. A few actions
already had their own access key, so those were untouched.
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Project Aether: Reimplementation of the Web Browser Applet
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Saves UISettings and Settings when booting a guest. Moves updating
UISettings::values from GMainWindow::closeEvent into its own function,
then reuses it in GMainWindow::BootGame.
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Rewrite Kernel scheduler based on Atmosphere
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vi/buffer_queue: Buffer queue management refactor
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The gdbstub itself was removed with https://github.com/yuzu-emu/yuzu/pull/5028.
This PR just removes the remaining gdb configuration code from the emulator and the UI.
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