| Age | Commit message (Collapse) | Author |
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* Collapse AsSpan().Slice(..) calls into AsSpan(..)
Less code and a bit faster
* Collapse an Array.Clear(array, 0, array.Length) call to Array.Clear(array)
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This should prevent filesystem services from blocking other services that don't have their own ServerBase. May improve filesystem related stutters in certain titles.
Improves button advanced cutscenes such as Miqol's Request in Xenoblade: DE when the game is on a network share (used to stutter when voice lines played).
Should probably be tested to make sure no mysterious bugs have been unearthed, and to see if any other filesystem related perf issues are improved.
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* Enable CPU JIT cache invalidation
* Invalidate cache on IC IVAU
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* Prefer texture over textureSize for sampler type
* Shader cache version bump
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Replaces BitUtils.CountTrailingZeros/CountLeadingZeros/IsPowerOfTwo with BitOperations methods
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* Implement/Stub mnpp:app service and some hid calls
This PR Implement/Stub the `mnpp:app` service (closes #3107) accordingly to RE, which seems to do some telemetry for China region only, so everything is stubbed.
This PR fixes some inconsistencies in the hid service too and stub EnableSixAxisSensorUnalteredPassthrough, IsSixAxisSensorUnalteredPassthroughEnabled, LoadSixAxisSensorCalibrationParameter, GetSixAxisSensorIcInformation calls (closes #3123 and closes #3124).
* Addresses Thog review
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* added trace log level
* use trace log level instead of debug ( #1547)
* alignment #1547
* moved trace logs toggle at the bottom #1547
* bumped config file version #3096
* added migration step #3096
* setting moved to the dev section #1547
* performance warning displayed when trace is enabled #1547
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* Decoders: Add InITBlock argument
* OpCodeTable: Minor cleanup
* OpCodeTable: Remove existing thumb instruction implementations
* OpCodeTable: Prepare for thumb instructions
* OpCodeTables: Improve thumb fast lookup
* Tests: Prepare for thumb tests
* T16: Implement BX
* T16: Implement LSL/LSR/ASR (imm)
* T16: Implement ADDS, SUBS (reg)
* T16: Implement ADDS, SUBS (3-bit immediate)
* T16: Implement MOVS, CMP, ADDS, SUBS (8-bit immediate)
* T16: Implement ANDS, EORS, LSLS, LSRS, ASRS, ADCS, SBCS, RORS, TST, NEGS, CMP, CMN, ORRS, MULS, BICS, MVNS (low registers)
* T16: Implement ADD, CMP, MOV (high reg)
* T16: Implement BLX (reg)
* T16: Implement LDR (literal)
* T16: Implement {LDR,STR}{,H,B,SB,SH} (register)
* T16: Implement {LDR,STR}{,B,H} (immediate)
* T16: Implement LDR/STR (SP)
* T16: Implement ADR
* T16: Implement Add to SP (immediate)
* T16: Implement ADD/SUB (SP)
* T16: Implement SXTH, SXTB, UXTH, UTXB
* T16: Implement CBZ, CBNZ
* T16: Implement PUSH, POP
* T16: Implement REV, REV16, REVSH
* T16: Implement NOP
* T16: Implement LDM, STM
* T16: Implement SVC
* T16: Implement B (conditional)
* T16: Implement B (unconditional)
* T16: Implement IT
* fixup! T16: Implement ADD/SUB (SP)
* fixup! T16: Implement Add to SP (immediate)
* fixup! T16: Implement IT
* CpuTestThumb: Add randomized tests
* Remove inITBlock argument
* Address nits
* Use index to handle IfThenBlockState
* Reduce line noise
* fixup
* nit
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Update GtkSharp.Dependencies to fix between menu flickering and enable
the SkipInstallGtk in csproj to avoid downloading unused GTK3 install
locally.
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Before, it was selecting nearest neighbour, which sounded terrible. This is likely temporary til the upsampling algorithm used by the switch is reversed.
Fixes bad audio in Skyward Sword HD.
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Really simple copy pasta error here.
Shouldn't affect anything as float support was added at the same REV as
datasource command v2.
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be modified (#3063)
* Do not allow render targets not explicitly written by the fragment shader to be modified
* Shader cache version bump
* Remove blank lines
* Avoid redundant color mask updates
* HostShaderCacheEntry can be null
* Avoid more redundant glColorMask calls
* nit: Mask -> Masks
* Fix currentComponentMask
* More efficient way to update _currentComponentMasks
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This fixes missing audio on Nintendo Switch Sports Online Play Test.
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* Making deadzones feel nice and smooth + adding rider files to .gitignore
* removing unnecessary parentheses and fixing possibility of divide by 0
* formatting :)
* fixing up ClampAxis
* fixing up ClampAxis
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* Use Enum generic overloads
* Remove EnumExtensions.cs
* Use Delegate.CreateDelegate generic overloads
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* Fix missing geometry shader passthrough inputs
* Shader cache version bump
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* Add RuntimeIdentifers properties
For Linux, Windows and OS X x86-64
This ensures that the SoundIO project gets this property when built as a subproject
* Address gdkchan's nit
Merge tags into one
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* ARMeilleure: A32: Implement UHSUB8
* ARMeilleure: A32: Implement SHSUB8
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mesa_glthread doesn't accept PascalCase input
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- Run the extra data fix in FixExtraData on non-system saves that have no owner ID.
- Set the owner ID in the dummy application control property if an application doesn't have a proper one available.
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* Replace Appveyor with Github badge.
* Delete appveyor.yml
* Remove Appveyor from SLN
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* Fix small precision error on CPU reciprocal estimate instructions
* PPTC version bump
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* Start refactoring kernel a bit and import some changes from kernel decoupling PR
* kernel: Put output always at the start in Syscall functions
* kernel: Rewrite GetThreadContext3 to use a structure and to be accurate
* kernel: make KernelTransfer use generic types and simplify
* Fix some warning and do not use getters on MemoryInfo
* Address gdkchan's comment
* GetThreadContext3: use correct pause flag
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* Add timestamp to 16-byte semaphore releases.
BOTW was reading a ulong 8 bytes after a semaphore return. Turns out this is the timestamp it was trying to do performance calculation with, so I've made it write when necessary.
This mode was also added to the DMA semaphore I added recently, as it is required by a few games. (i think quake?)
The timestamp code has been moved to GPU context. Check other games with an unusually low framerate cap or dynamic resolution to see if they have improved.
* Cast dma semaphore payload to ulong to fill the space
* Write timestamp first
Might be just worrying too much, but we don't want the applcation reading timestamp if it sees the payload before timestamp is written.
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This fixes an issue where the render scale array would not be updated when technically the scales on the flat array were the same, but the start index for the vertex scales was different.
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Apparently C# doesn't use 0 as a prefix like C does.
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* Fix calls passing V128 values on Linux
* PPTC version bump
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This fix an out of bound when indexing inputs for games that uses
unsupported values (8 here)
Close #2724.
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Co-authored-by: SpookyBee123 <82302189+SpookyBee123@users.noreply.github.com>
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* Add support for BC1/2/3 decompression (for 3D textures)
* Optimize and clean up
* Unsafe not needed here
* Fix alpha value interpolation when a0 <= a1
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As AppVeyor took our project down and deleted it without any comments, we are switching to GitHub Releases earlier than anticipated.
This isn't the most elegant design (and I would have prefered having a release manifest in place) but this will do for now.
The concept of release channel was also defined with this change.
The new base version is now 1.1.x to avoid confusion with older system.
Standard test CI was disabled temporarly and may be chained later as a CI job after the release job.
Users are expected to redownload the emulator to be sure to be up to date.
PS: If someone from AppVeyor read this, thanks again for ruining my week-end, I will be sure to NEVER recommend you to anyone.
Best Regards, Mary.
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This fixes a rare bug where reporting a counter for a region containing 0 draws could deadlock the GPU. If this write overlaps with a tracking action, then the GPU could end up waiting on something that it's meant to do in the future, so it would just get stuck.
Before, this reported immediately and wrote the result to guest memory (tracked) from the backend thread.
The backend thread cannot be allowed to trigger read actions that wait on the GPU, as it will end up waiting on itself, and never advancing.
In the case of backend multithreading's `SyncMap`, it would try to wait for a backend sync object that does not yet exist, as the sync object would exist according to the GPU and tracking, but it has not yet been created by the backend (and never will be, since it's stuck).
The fix is to queue the 0 draw event just like any other, its _bufferMap value is just forced to 0.
This affects games that use Conditional Rendering: SMO, Splatoon 2, MK8. Was generally indicated by a red message in log saying that the query result timed out after 5000 tries, but not always the cause.
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* Add host CPU memory barriers for DMB/DSB and ordered load/store
* PPTC version bump
* Revert to old barrier order
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