- Aug 15, 2018
- Aug 14, 2018
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bunnei authoredaudout_u: Correct IAudioOut initializer list order 
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bunnei authoredFix BC7U 
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bunnei authoredrenderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM. 
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James Rowe authoredlogging/backend: Use const reference to refer to log filter 
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Lioncash authoredThe filter is returned via const reference, so this was making a pointless copy of the entire filter every time a message was being pushed into the logger instance. 
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greggameplayer authored
 
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- Aug 13, 2018
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Mat M authoredAdded missing channel devices 
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Lioncash authoredOrders elements in the precise order they'll be initialized. 
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bunnei authored- Used by Breath of the Wild. 
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bunnei authoredImplement RG32UI and R32UI 
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bunnei authoredaudio_core: Interpolate 
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bunnei authoredarm_dynarmic: Remove IsExecuting check from PrepareReschedule 
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Mat M authoredmaxwell_to_gl: Implement VertexAttribute::Size::Size_8. 
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MerryMage authoredNo longer required. HaltExecution is a no-op if it is not currently executing. 
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David Marcec authoredNeeded for xenoblade 
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MerryMage authored
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MerryMage authored
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MerryMage authored
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bunnei authoredvfs: Use sanitized paths within MoveFile() and MoveDirectory() 
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bunnei authoredcard_image: Simplify return statement of GetSubdirectories() 
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bunnei authoredkernel/object: Tighten object against data races 
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bunnei authored- Used by Breath of the Wild. 
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bunnei authoredrenderer_opengl: Implement RenderTargetFormat::RGBA16_UINT. 
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Lioncash authoredDespite being covered by a global mutex, we should still ensure that the class handles its reference counts properly. This avoids potential shenanigans when it comes to data races. Given this is the root object that drives quite a bit of the kernel object hierarchy, ensuring we always have the correct behavior (and no races) is a good thing. 
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bunnei authored- Used by Breath of the Wild. 
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bunnei authoredrenderer_opengl: Implement RenderTargetFormat::RG8_UNORM. 
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David Marcec authored
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David Marcec authored
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bunnei authoredmaxwell_to_gl: Implement PrimitiveTopology::LineStrip. 
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bunnei authored- Used by Breath of the Wild. 
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bunnei authored- Used by Breath of the Wild. 
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bunnei authoredUse an approximated amortized amount of ticks when advancing timing. 
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bunnei authoredscheduler: Make HaveReadyThreads() a const member function 
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bunnei authoredFixed a bunch of race conditions when running in multicore mode. 
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bunnei authoredKernel/Mutex: Don't duplicate threads in the mutex waiter list. 
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bunnei authoredgl_shader_decompiler: Implement XMAD instruction. 
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Subv authoredWe divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast. This lets us bypass certain hangs in some games like Breath of the Wild. We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads). 
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Subv authoredThe current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that. 
 
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