- Aug 15, 2018
- Aug 14, 2018
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Lioncash authoredWe already have an equivalent in place for the 32-bit ARM architecture, so we should also have one for the newer 64-bit ARM architecture as well. 
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Lioncash authoredThese currently aren't used and contain commented out source code that corresponds to Dolphin's JIT. Given our CPU code is organized quite differently, we shouldn't be keeping this around (at the moment it just adds to compile times marginally). 
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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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