bunnei
170e19d4ea
nvflinger: Fix for BufferQueue event handling.
8 years ago
James Rowe
7d209b3c9f
HID: Update controllers less often
8 years ago
James Rowe
497b81558e
Logging: Dump all logs in the queue on close in debug mode
8 years ago
bunnei
3a96670f2d
gl_rasterizer_cache: Implement texture format G8R8.
8 years ago
bunnei
3145114190
gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.
8 years ago
bunnei
e21190f47f
gl_rasterizer_cache: Implement depth format Z16_UNORM.
8 years ago
James Rowe
6daebaaa57
Logging: Don't lock the queue for the duration of the write
8 years ago
Subv
b07f4d6afb
Services/BSD: Corrected the return for StartMonitoring according to SwIPC.
8 years ago
Subv
7e5e4f8d7a
FileSys: Append the requested path to the filesystem base path in DeleteFile.
We were trying to delete things in the current directory instead of the actual filesystem directory. This may fix some savedata issues in some games.
8 years ago
David Marcec
a7d6c0d6ea
No need to use ASSERT_MSG with an empty message
8 years ago
bunnei
05cb10530f
OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.
8 years ago
Subv
b37354cca8
GPU: Always enable the depth write when clearing the depth buffer.
The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call.
8 years ago
Hedges
e066bc75b9
More improvements to GDBStub ( #653 )
* More improvements to GDBStub
- Debugging of threads should work correctly with source and assembly level stepping and modifying registers and memory, meaning threads and callstacks are fully clickable in VS.
- List of modules is available to the client, with assumption that .nro and .nso are backed up by an .elf with symbols, while deconstructed ROMs keep N names.
- Initial support for floating point registers.
* Tidy up as requested in PR feedback
* Tidy up as requested in PR feedback
8 years ago
bunnei
8aeff9cf8e
gl_rasterizer: Fix check for if a shader stage is enabled.
8 years ago
bunnei
c4015cd93a
gl_shader_gen: Implement dual vertex shader mode.
- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
8 years ago
David Marcec
8bd8d1e3da
We only need to alert for memory pool changes
8 years ago
David Marcec
6642011706
initialized voice status and unused sizes in the update data header
8 years ago
bunnei
49c0c081c4
gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
8 years ago
bunnei
4757ffdcce
gl_shader_decompiler: Use FlowCondition field in EXIT instruction.
8 years ago
Subv
c1ae841f47
GPU: Implement the FADD32I shader instruction.
8 years ago
Tobias
316b933a31
Port #3335 and #3373 from Citra: "Small SDL fixes" and "Print the actual error preventing SDL from working" ( #637 )
* Port #3335 and #3373 from Citra
* Fixup: Use the new logging placeholders
8 years ago
Subv
0cad310e12
GPU: Corrected the decoding of FFMA for immediate operands.
8 years ago
James Rowe
b30c5370b1
yuzu - Fix duplicate logs
8 years ago
James Rowe
020d005d8c
yuzu-cmd Apply the filter string from settings
8 years ago
David Marcec
706892de7d
Audout "Auto" functions
Audout autos are identical to their counterpart except for the buffer type which yuzu already handles for us.
8 years ago
David Marcec
3d68f6ba6c
Added IsWirelessCommunicationEnabled, IsEthernetCommunicationEnabled, IsAnyInternetRequestAccepted
Since we have no socket implementation we should be returning 0 to indicate we're currently offline.
8 years ago
bunnei
12a6996262
hid: Fix timestamps and controller type.
- This fixes user input in SMO.
8 years ago
David Marcec
0944bfe3cb
NvOsGetConfigU32 production impl
Settings are only used when RMOS_SET_PRODUCTION_MODE is set to 0.
If production mode is set, the error code 0x30006 is returned instead
8 years ago
bunnei
eb6cbfdbd8
savedata_factory: Always create a save directory for games.
8 years ago
bunnei
1b3dd30ba8
nvhost_ctrl: Fix NvOsGetConfigU32 for Snipper Clips.
8 years ago
bunnei
854f474f52
gl_rasterizer: Flip triangles when regs.viewport_transform[0].scale_y is negative.
- Fixes a regression with Binding of Isaac.
8 years ago
bunnei
913896cbd9
Revert "Virtual Filesystem ( #597 )"
This reverts commit 77c684c114 .
8 years ago
Subv
4633dd9505
GPU: Implemented the BC7U texture format.
Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
8 years ago
fearlessTobi
476e0fae4c
Port #3474 from Citra
8 years ago
fearlessTobi
b8384c0c91
Port #3505 from CItra
8 years ago
fearlessTobi
70a6691e3b
Port #3579 from Citra
8 years ago
Zach Hilman
77c684c114
Virtual Filesystem ( #597 )
* Add VfsFile and VfsDirectory classes
* Finish abstract Vfs classes
* Implement RealVfsFile (computer fs backend)
* Finish RealVfsFile and RealVfsDirectory
* Finished OffsetVfsFile
* More changes
* Fix import paths
* Major refactor
* Remove double const
* Use experimental/filesystem or filesystem depending on compiler
* Port partition_filesystem
* More changes
* More Overhaul
* FSP_SRV fixes
* Fixes and testing
* Try to get filesystem to compile
* Filesystem on linux
* Remove std::filesystem and document/test
* Compile fixes
* Missing include
* Bug fixes
* Fixes
* Rename v_file and v_dir
* clang-format fix
* Rename NGLOG_* to LOG_*
* Most review changes
* Fix TODO
* Guess 'main' to be Directory by filename
8 years ago
fearlessTobi
c9aadff9a9
Remove some references to Citra
8 years ago
Subv
9f6a5660e8
GPU: Allow using the old NV04 values for the depth test function.
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp
This restores graphical output to Disgaea 5
8 years ago
Subv
b0c92b80b1
GPU: Implemented the IMNMX shader instruction.
It's similar to the FMNMX instruction but it works on integers.
8 years ago
Subv
d800a02b4b
GPU: Implemented the F2F 'round' rounding mode.
It's implemented via the GLSL 'roundEven()' function.
8 years ago
Subv
77cfe4f027
GPU: Stub the shader SYNC and DEPBAR instructions.
It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
8 years ago
Subv
ce39ae3e57
GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types.
Both signed and unsigned variants.
8 years ago
Subv
4bda9693be
GPU: Ignore textures that the GLSL compiler deemed unused when binding textures to the shaders.
8 years ago
Subv
c42b818cf9
GPU: Corrected the decoding for the TEX shader instruction.
8 years ago
Subv
53a55bd751
GPU: Implemented the PSETP shader instruction.
It's similar to the isetp and fsetp instructions but it works on predicates instead.
8 years ago
Subv
016e357c75
GPU: Implemented the 32 bit float depth buffer format.
8 years ago
Subv
c1bebdef5e
GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.
OpenGL's default behavior is already correct when the GPU is configured to flip the triangles.
This fixes 1-2 Switch's splash screen.
8 years ago
Subv
5a9df3c675
GPU: Only configure the used framebuffers during clear.
Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point.
8 years ago
Subv
78443a7f29
GPU: Factor out the framebuffer configuration code for both Clear and Draw commands.
8 years ago