- Aug 13, 2018
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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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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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- Aug 12, 2018
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Subv authoredAnother thread may write to this variable while the core in question is in the middle of checking for a reschedule request. 
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Subv authoredAnother thread might be in the middle of an SVC, thus altering the state of the schedulers. 
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Subv authoredAnother thread might be in the middle of a reschedule, thus altering the state of the schedulers. 
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Subv authoredWakeAfterDelay might be called from any host thread, so err on the side of caution and use the thread-safe CoreTiming::ScheduleEventThreadsafe. Note that CoreTiming is still far from thread-safe, there may be more things we have to work on for it to be up to par with what we want. 
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bunnei authoredvfs: Make type hierarchy objects classes instead of structs 
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bunnei authored
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Subv authoredExit from AddMutexWaiter early if the thread is already waiting for a mutex owned by the owner thread. This accounts for the possibility of a thread that is waiting on a condition variable being awakened twice in a row. Also added more validation asserts. This should fix one of the random crashes in Breath Of The Wild. 
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Lioncash authoredMakes it consistent with the other VFS interfaces and prevents implicit construction. 
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Lioncash authoredstruct should be used when the data type is very simple or otherwise has no invariants associated with it. Given these are used to form a hierarchy, class should be used instead. 
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bunnei authoredFixed invalid cast in loader 
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bunnei authoredcubeb_sink: Protect queue with a mutex 
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MerryMage authored
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bunnei authoredGetAudioDeviceServiceWithRevisionInfo (Used by Bloodstained: Curse of the Moon) 
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bunnei authoredAdded GetAudioRendererSampleRate, GetAudioRendererSampleCount & GetAudioRendererMixBufferCount 
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bunnei authoredhid: Stub DisconnectNpad() 
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bunnei authoredexternals: Update to SDL2-2.0.8. 
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bunnei authoredGL renderer: Pick the streambuffer from citra and use them. 
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Lioncash authoredThis function doesn't modify instance state, so the const qualifier can be added to it. 
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Lioncash authoredThese don't directly modify the contained data. 
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Lioncash authored
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Markus Wick authored
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Markus Wick authored
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Markus Wick authored
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Markus Wick authoredDon't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead. 
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Markus Wick authored
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Markus Wick authoredPlease see https://github.com/citra-emu/citra/pull/3666 for more details. 
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David Marcec authoredAs we're not handling any anything about the revision data for GetAudioDeviceServiceWithRevisionInfo, it's currently marked as stubbed. However for games this shouldn't affect the result. Proper revision info would be more for homebrew. 
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Lioncash authoredPrevents clang-format from butchering them. 
 
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