- 05 Jan, 2019 1 commit
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Lioncash authored
Within the actual service, it makes no distinguishing between docked and undocked modes. This will always return the constants values reporting 1280x720 as the dimensions.
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- 04 Jan, 2019 4 commits
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Mat M authored
Removed pulse event type
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David Marcec authored
Pulse is considered a hack and nothing should be using it. We should completely remove it
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bunnei authored
service/vi: Minor updates and corrections to the DisplayInfo struct
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bunnei authored
Fixed botw deadlock due to incorrect event signal type
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- 03 Jan, 2019 9 commits
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Hexagon12 authored
Port citra-emu/citra#4412: "CONTRIBUTING.md: migrate to the wiki"
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David Marcec authored
Upon investigating the issue with #1878, I found that games are the ones who handle the vsync event resetting and not us.
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bunnei authored
service/vi: Implement OpenDefaultDisplay in terms of OpenDisplay
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bunnei authored
service/vi: Implement SetDisplayEnabled()
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bunnei authored
qt: Add setting to prompt for user on game boot
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bunnei authored
qt: Use ProfileSelectionDialog when selecting user for save data
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Lioncash authored
This IPC command is simply a stub inside the actual service itself, and just returns a successful error code regardless of input. This is likely only retained in the service interface to not break older code that relied upon it succeeding in some way.
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bunnei authored
service/vi: Log more information where applicable
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Lioncash authored
In many cases, we didn't bother to log out any of the popped data members. This logs them out to the console within the logging call to provide more contextual information.
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- 02 Jan, 2019 7 commits
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Lioncash authored
Internally within the vi services, this is essentially all that OpenDefaultDisplay does, so it's trivial to just do the same, and forward the default display string into the function.
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bunnei authored
gl_rasterizer_cache: Texture view if shader samples array but OGL is not
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Lioncash authored
Based off RE, it appears that almost all display types seem to use 1920x1080 except for a few (null display, edid display).
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Lioncash authored
It appears that the two members indicate whether a display has a bounded number of layers (and if set, the second member indicates the total number of layers).
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bunnei authored
Port citra-emu/citra#4187: "Qt/Configure: Use sidebar to divide tabs into smaller groups"
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bunnei authored
yuzu: Fix truncation warnings within UI code
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bunnei authored
core/kernel: Remove unnecessary inclusions
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- 01 Jan, 2019 3 commits
- 31 Dec, 2018 12 commits
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bunnei authored
arm_interface: Minor cleanup
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bunnei authored
kernel/svc: Sanitize core and priority masks within CreateThread
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bunnei authored
externals: Update fmt to 5.3.0
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Lioncash authored
This is a bounds check to ensure that the thread priority is within the valid range of 0-64. If it exceeds 64, that doesn't necessarily mean that an actual priority of 64 was expected (it actually means whoever called the function screwed up their math). Instead clarify the message to indicate the allowed range of thread priorities.
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Lioncash authored
Now that we handle the kernel capability descriptors we can correct CreateThread to properly check against the core and priority masks like the actual kernel does.
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Lioncash authored
Makes them consistent with their kernel capability counterparts.
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Lioncash authored
Rather than use a switch here, this can be collapsed into a simple range check, which is a little easier on the eyes.
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Lioncash authored
Makes it consistent with the rest of the includes.
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Lioncash authored
This function doesn't modify instance state, so it can be made const.
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Lioncash authored
Two of these variables have fixed values, so we can make that immediately obvious from the get-go.
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Lioncash authored
Namespaces don't require the use of a semicolon. Silences a -Wextra-semi warning.
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Sebastian Valle authored
kernel/process: Start the main thread using the specified ideal core
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- 30 Dec, 2018 4 commits
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bunnei authored
Print backtrace on svcBreak
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bunnei authored
service/time: Minor cleanup
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ReinUsesLisp authored
When a shader samples a texture array but that texture in OpenGL is created without layers, use a texture view to increase the texture hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a GL_TEXTURE_2D_ARRAY view.
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Lioncash authored
Moves some variables closer to their actual usage sites.
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