- 05 Jul, 2021 7 commits
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bunnei authored
service: mii: Retrieve the correct default miis.
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Ameer J authored
Slightly refactor NVDEC and codecs for readability and safety
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Morph authored
input_common: Add missing modifier callback to analog from button
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german77 authored
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Morph authored
Replace usages of deprecated member functions in QMouseEvent and QWheelEvent
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german77 authored
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Mai M authored
CMakeLists: Enforce C4189 on MSVC
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- 04 Jul, 2021 2 commits
- 03 Jul, 2021 4 commits
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Morph authored
This supplements C4101 by detecting initialized but unreferenced local variables
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bunnei authored
[audio_core] Decouple audio update and processing, and process at variable rate
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- 01 Jul, 2021 3 commits
- 29 Jun, 2021 1 commit
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Morph authored
yuzu qt, core: Support LayeredFS mods from SDMC directory
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- 28 Jun, 2021 8 commits
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Morph authored
main: Add GPU Vendor name to running title bar
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Morph authored
We should not apply any mods when dumping a game's RomFS.
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Morph authored
This prevents mod files from being locked due to the read-only share flag in Windows.
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lat9nq authored
If someone else wants to support other mod formats in the SDMC directory, that can be added later. For now, just allow RomFS modding here and force people to do other types of mods the old way. Addresses review comments. Co-authored-by: LC <mathew1800@gmail.com>
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lat9nq authored
Enables loading a mod directly from `[yuzu data directory]/sdmc/atmosphere/contents/[title_id]`. For use with some homebrew mod managers.
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lat9nq authored
Enables dumping the RomFS to SDMC directory, specifically '[yuzu data directory]/sdmc/atmosphere/contents/[title_id]/romfs'.
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Morph authored
main: Display the instruction set of the running title in the window name
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ameerj authored
Displays whether the currently running title uses 64-bit instructions or only 32-bit instructions.
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- 27 Jun, 2021 3 commits
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Kelebek1 authored
Currently, processing of audio samples is called from AudioRenderer's Update method, using a fixed 4 buffers to process the given samples. Games call Update at variable rates, depending on framerate and/or sample count, which causes inconsistency in audio processing. From what I've seen, 60 FPS games update every ~0.004s, but 30 FPS/160 sample games update somewhere between 0.02 and 0.04, 5-10x slower. Not enough samples get fed to the backend, leading to a lot of audio skipping. This PR seeks to address this by de-coupling the audio consumption and the audio update. Update remains the same without calling for buffer queuing, and the consume now schedules itself to run based on the sample rate and count.
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Morph authored
buffer_cache,texture_cache: Misc fixups from the memory reaper
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Morph authored
libusb: Apple is a POSIX system
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- 26 Jun, 2021 9 commits
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MerryMage authored
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bunnei authored
services: Misc. minor changes for latest SDK update.
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bunnei authored
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ReinUsesLisp authored
Fixes a regression unintentionally introduced by the garbage collector. This makes regular memory downloads only flush the requested sizes. This negatively affected Koei Tecmo games.
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ReinUsesLisp authored
Enforce implicit integer casts to a smaller type as errors.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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- 25 Jun, 2021 3 commits
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Ameer J authored
vulkan_device: Make device memory match the rest of the file
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ReinUsesLisp authored
Match the style in the file.
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bunnei authored
astc: Various robustness enhancements for the gpu decoder
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