- 21 Nov, 2020 5 commits
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Morph authored
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Morph authored
This will reduce the likelihood of an invalid controller type to be set within a game
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LC authored
gl_rasterizer: Remove warning of untested alpha test
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ReinUsesLisp authored
Alpha test has been proven to only affect the first render target.
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bunnei authored
shader_bytecode: Eliminate variable shadowing
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- 20 Nov, 2020 9 commits
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bunnei authored
hle: service: Stub OLSC Initialize and SetSaveDataBackupSettingEnabled functions.
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bunnei authored
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Lioncash authored
Ensures that all queried values are made use of.
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Lioncash authored
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Morph authored
configure_input_player: Use static qualifier for IsProfileNameValid()
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LC authored
Modify rumble amplification
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LC authored
common/bit_cast: Add function matching std::bit_cast without constexpr
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Rodrigo Locatti authored
maxwell_3d: Move code to separate functions and insert instead of push_back
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ReinUsesLisp authored
Add a std::bit_cast-like function archiving the same runtime results as the standard function, without compile time support. This allows us to use bit_cast while we wait for compiler support, it can be trivially replaced in the future.
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- 19 Nov, 2020 5 commits
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bunnei authored
virtual_buffer: Do nothing on resize() calls with same sizes
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bunnei authored
- Used by Animal Cross: New Horizons v1.6.0 update, minimal stub gets this update working.
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german77 authored
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Lioncash authored
Prevents us from churning memory by freeing and reallocating a memory block that would have already been adequate as is.
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bunnei authored
page_table: Allow page tables to be moved
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- 18 Nov, 2020 6 commits
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Lioncash authored
This is a static member function, so we don't need use an existing instance to call this function.
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bunnei authored
Project Mjölnir: Part 3 - Controller Profiles and Vibration Rework
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Lioncash authored
VirtualBuffer makes use of VirtualAlloc (on Windows) and mmap() (on other platforms). Neither of these ensure that non-trivial objects are properly constructed in the allocated memory. To prevent potential undefined behavior occurring due to that, we can add a static assert to loudly complain about cases where that is done.
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Lioncash authored
Makes page tables and virtual buffers able to be moved, but not copied, making the interface more flexible. Previously, with the destructor specified, but no move assignment or constructor specified, they wouldn't be implicitly generated.
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Lioncash authored
Resolves two -Wdocumentation warnings.
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Lioncash authored
Prevents indirect inclusions for these headers.
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- 17 Nov, 2020 5 commits
- 16 Nov, 2020 10 commits
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Morph authored
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Morph authored
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Morph authored
Upon further investigation, these commands allow temporary vibrations even when the "Controller Vibration" system setting is disabled. As a result, vibrations are allowed when either the system setting or this flag is set to true. Therefore, we can only block vibrations when both flags are set to false.
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Morph authored
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Morph authored
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Morph authored
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Morph authored
Not all controllers have a SDL_GameController binding. This caused controllers not present in the SDL GameController database to have buttons mapped instead of axes. Furthermore, it was not possible to invert the axes when it could be useful such as emulating a horizontal single joycon or other potential cases. This allows us to invert the axes by reversing the order of mapping (vertical, then horizontal).
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Morph authored
Co-authored-by: Its-Rei <kupfel@gmail.com>
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Morph authored
Previously we used a vibration filter that filters out amplitudes close to each other. It turns out there are cases where this results into vibrations that are too inaccurate. Remove this and move the 100Hz vibration filter (Only allowing a maximum of 100 vibrations per second) from sdl_impl to npad when enable_accurate_vibrations is set to false.
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Morph authored
Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected. Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue.
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