- 21 Jul, 2020 6 commits
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Lioncash authored
Provides a convenient way to avoid unnecessary zero initializing.
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Lioncash authored
This is a redundant assignment that can be removed.
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Lioncash authored
These are bugs waiting to happen.
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David authored
core/network: Add network abstraction
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bunnei authored
video_core: Fix, add and rename pixel formats
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bunnei authored
gl_arb_decompiler: Use NV_shader_buffer_{load,store} on assembly shaders
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- 19 Jul, 2020 2 commits
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ReinUsesLisp authored
This commit adds a network abstraction designed to implement bsd:s but at the same time work as a generic abstraction to implement any networking code we have to use from core. This is implemented on top of BSD sockets on Unix systems and winsock on Windows. The code is designed around winsocks having compatibility definitions to support both BSD and Windows sockets.
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Rodrigo Locatti authored
frontend: Improve wait tree readability for dark themes
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- 18 Jul, 2020 18 commits
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LC authored
alignment: unbreak build with Clang
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Jan Beich authored
In file included from src/core/hle/kernel/memory/page_table.cpp:5: src/./common/alignment.h:67:68: error: no member named 'align_val_t' in namespace 'std' return static_cast<T*>(::operator new (n * sizeof(T), std::align_val_t{Align})); ~~~~~^ src/./common/alignment.h:71:51: error: no member named 'align_val_t' in namespace 'std' ::operator delete (p, n * sizeof(T), std::align_val_t{Align}); ~~~~~^
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David Marcec authored
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David authored
[WIP] yuzu: Port translation support from Citra v2
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FearlessTobi authored
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FearlessTobi authored
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FearlessTobi authored
Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
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David Marcec authored
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bunnei authored
core_timing: Make usage of nanoseconds more consistent in the interface
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bunnei authored
alignment: Simplify AlignmentAllocator implementation
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ReinUsesLisp authored
NV_shader_buffer_{load,store} is a 2010 extension that allows GL applications to use what in Vulkan is known as physical pointers, this is basically C pointers. On GLASM these is exposed through the LOAD/STORE/ATOM instructions. Up until now, assembly shaders were using NV_shader_storage_buffer_object. These work fine, but have a (probably unintended) limitation that forces us to have the limit of a single stage for all shader stages. In contrast, with NV_shader_buffer_{load,store} we can pass GPU addresses to the shader through local parameters (GLASM equivalent uniform constants, or push constants on Vulkan). Local parameters have the advantage of being per stage, allowing us to generate code without worrying about binding overlaps.
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bunnei authored
filesystem: Create subdirectories prior to creating a file
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bunnei authored
video_core: Add asynchronous shader decompilation and compilation
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David Marcec authored
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bunnei authored
vulkan: Make use of designated initializers where applicable
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bunnei authored
mii/manager: Make use of designated initializers
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bunnei authored
vk_device: Fix build error on old MSVC versions
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bunnei authored
mii/manager: Resolve sign mismatch warnings
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- 17 Jul, 2020 14 commits
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ReinUsesLisp authored
Designated initializers on old MSVC versions fail to build when they take the address of a constant.
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bunnei authored
dmnt_cheat_vm: Implement opcode 0xC3 (ReadWriteStaticRegister)
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bunnei authored
fs: Fix RomFS building when zero byte files are present
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bunnei authored
vk_state_tracker: Fix dirty flags for stencil_enable on VK_EXT_extended_dynamic_state
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Lioncash authored
With C++20, much of the allocator interface has been simplified, so we can make the same adjustments.
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LC authored
macro_hle: Remove unnecessary std::make_pair calls
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LC authored
shader_cache: Make use of std::erase_if
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David Marcec authored
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David Marcec authored
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David Marcec authored
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David Marcec authored
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David Marcec authored
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David Marcec authored
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David authored
settings: Make use of std::string_view over std::string for logging
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