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cheat_engine: Remove unnecessary system argument to CheatParser's Parse function
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Previously this function was using ~16KB of stack (16528 bytes), which
was caused by the function arguments being taken by value rather than by
reference.
We can make this significantly lighter on the stack by taking them by
reference.
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This is only used internally and doesn't depend on any class state, so
we can make it fully internal.
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We don't need to create two separate instantiations of the same code, we
can simply make the character template argument a regular function
parameter.
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This isn't used within the function at all in any implementations, so we
can remove it entirely.
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patch_manager: Minor cleanup
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We make it explicit that we're truncating arithmetic here to resolve
compiler warnings (even if the sizes weren't u32/u64 arithmetic
generally promotes to int :<)
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We can use these to avoid typing the same type redundantly. This way, if
these ever change, only a single location needs to be modified.
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These functions are only used within this translation unit, so we can
make them internally linked.
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Pragma disable zero-sized array nonstandard extension warning on MSVC.
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crypto/key_manager: Remove dependency on the global system accessor
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We can supply the content provider as an argument instead of hardcoding
a global accessor in the implementation.
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kernel: Remove all dependencies on the global system instance
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With this, the kernel finally doesn't depend directly on the global
system instance anymore.
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service: Remove two usages of the global system accessor
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kernel/scheduler: Use std::mutex instead of spin lock
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Remove bad and useless packages from LGTM build
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cmake: Update to Qt 5.12.8
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bsd: Resolve a few warnings
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audio_core: Apollo Part 1, AudioRenderer refactor
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It still fails due to CMake version being 3.13.4, but at
least we are not ones to blame now.
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Project Mjölnir: Part 2 - Controller Applet
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configure_input_player: Resolve sign conversion warnings in UpdateMappingWithDefaults()
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There have been reports of quite heavy input lag in the past.
Compared to Citra for example, our pad_update_ns value is very high.
So let's decrease it and see if it helps with this problem.
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video_core: Remove all Core::System references in renderer
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gc_adapter: Make DeviceConnected() a const member function
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Removes more instances of reliance on global state.
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This doesn't modify instance state, so it can be made const.
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Previously the address provided to SendToImpl would never be propagated
to SendTo(). This fixes that.
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Same behavior, less typing.
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We can simplify this a little by explicitly specifying the typename for
the lambda function.
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game_list_p: Mark some constants as constexpr
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Now that the GPU is initialized when video backends are initialized,
it's no longer needed to query components once the game is running: it
can be done when yuzu is booting.
This allows us to pass components between constructors and in the
process remove all Core::System references in the video backend.
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services: Implement most of bsd:s and GetCurrentIpAddress from nifm
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This allows toggling motion on or off, and allows access to the motion configuration.
Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
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Simplifies the motion assignment in the Dual Joycon entry and assigns index 1 of the motion entry (Motion 2) for the right joycon.
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hid: Implement MergeSingleJoyasDualJoy
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- Used in multiple games such as Super Mario Odyssey.
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Resolves -Wsign-compare and -Wunused-variable
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