| Age | Commit message (Collapse) | Author |
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There were a few places where nested namespace specifiers weren't being
used where they could be within the service code. This amends that to
make the namespacing a tiny bit more compact.
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ipc: fix spelling mistake
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* gl_rasterizer: use ARB_multi_bind for uniform buffers
* address feedback
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Previously this wasn't using the Korean font at all.
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audio_core/sink_details: Change std::string parameter into std::string_view
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yuzu/configure_gamelist: Mark combo-box strings as translatable
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audio_core: Add audio stretching support
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gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.
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- Fixes a regression with Sonic Mania with ARB_texture_storage.
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pl_u: Eliminate mutable file-scope state
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shader_decompiler: Implemented (Partially) Texture Processing Modes
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This engine writes data from a FIFO register into the configured address.
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kernel/errors: Amend invalid thread priority and invalid processor ID error codes
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svc: Do nothing in svcOutputDebugString() if given a length of zero
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Set yuzu project as default StartUp Project in Visual Studio
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Set yuzu project as default StartUp Project in Visual Studio
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processor ID is given
This is what the kernel does for an out-of-range processor ID.
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processor ID
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While unlikely, it does avoid constructing a std::string and
unnecessarily calling into the memory code if a game or executable
decides to be really silly about their logging.
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This should be a u64 to represent size.
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Given these are shown to the user, they should be translatable.
While we're at it, also set up the dialog to automatically retranslate
the dialog along with the combo boxes if it receives a LanguageChange
event.
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translatable strings
We don't need to use an allocating container for these, given we know
the fixed amount of strings being used. This is just a waste of memory.
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Keeps the individual initialization of the combo boxes logically separate.
We also shouldn't be dumping this sort of thing in the constructor
directly.
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service/prepo: Move class into the cpp file
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game_list: Resolve variable shadowing within LoadCompatibilityList()
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service/audio: Replace includes with forward declarations where applicable
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Port Citra #4047 & #4052: add change background color support
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gl_rasterizer_cache: Improve accuracy of caching and copies.
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gl_rasterizer: Use ARB_texture_storage.
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- Fixes several rendering issues with Super Mario Odyssey.
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"value" is already a used variable name within the outermost ranged-for
loop, so this variable was shadowing the outer one. This isn't a bug,
but it will get rid of a -Wshadow warning.
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This way, we aren't constructing unnecessary QJsonValue instances.
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A few headers were including other headers when a forward declaration
can be used instead, allowing the include to be moved to the cpp file.
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The given string is only ever used for lookup and comparison, so we can
just utilize a non-owning view to string data here
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Converts the PL_U internals to use the PImpl idiom and makes the state
part of the Impl struct, eliminating mutable global/file state.
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shader_decompiler: Implemented LEA and PSET
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This doesn't need to be exposed within the header and be kept in the
translation unit, eliminating the need to include anything within the
header.
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- This was once an optimization, but we no longer need it with the cache reserve.
- This is also inaccurate.
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It allows us to use texture views and it reduces the overhead within the GPU driver.
But it disallows us to reallocate the texture, but we don't do so anyways.
In the end, it is the new way to allocate textures, so there is no need to use the old way.
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hle/service: Default constructors and destructors in the cpp file where applicable
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Fixed renderdoc input/output textures not working due to multiple render targets
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externals: Place font data within cpp files
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This places the font data within cpp files, which mitigates the
possibility of the font data being duplicated within the binary if it's
referred to in more than one translation unit in the future. It also
stores the data within a std::array, which is more flexible when it
comes to operating with the standard library.
Furthermore, it makes the data arrays const. This is what we want, as it
allows the compiler to store the data within the read-only segment. As
it is, having several large sections of mutable data like this just
leaves spots in memory that we can accidentally write to (via accidental
overruns, what have you) and actually have it work. This ensures the
font data remains the same no matter what.
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