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2020-10-20Revert "core: Fix clang build"bunnei
2020-10-20Merge pull request #4796 from lioncash/clangLC
core: Fix clang build
2020-10-17core: Fix clang buildLioncash
Recent changes to the build system that made more warnings be flagged as errors caused building via clang to break. Fixes #4795
2020-10-13hle: service: vi: Implement BufferQueue::CancelBuffer.bunnei
- This is used by Super Mario 3D All-Stars.
2020-09-22General: Make use of std::nullopt where applicableLioncash
Allows some implementations to avoid completely zeroing out the internal buffer of the optional, and instead only set the validity byte within the structure. This also makes it consistent how we return empty optionals.
2020-08-13General: Tidy up clang-format warnings part 2Lioncash
2020-08-03buffer_queue: Make use of std::nulloptLioncash
Allows compilers to eliminate unnecessary zeroing out of the optional's buffer.
2020-08-03buffer_queue: Make use of designated initializersLioncash
2020-07-27core_timing: Make use of uintptr_t to represent user_dataLioncash
Makes the interface future-proofed for supporting other platforms in the event we ever support platforms with differing pointer sizes. This way, we have a type in place that is always guaranteed to be able to represent a pointer exactly.
2020-07-25nvflinger: Mark interface functions with return values as [[nodiscard]]Lioncash
Not using the return value of these functions are undeniably the source of a bug. This way we allow compilers to loudly make any future misuses evident.
2020-07-25nvflinger: Use return value of Lock()Lioncash
comex reported in #4424 that we were incorrectly discarding the return value of Lock() which is correct.
2020-07-15core_timing: Make TimedCallback take std::chrono::nanosecondsLioncash
Enforces our desired time units directly with a concrete type.
2020-07-15core_timing: Make use of std::chrono with ScheduleEventLioncash
2020-06-27NvFlinger: Clang Format.Fernando Sahmkow
2020-06-27Services/NvFlinger: Do vSync in a sepparate thread on Multicore.Fernando Sahmkow
2020-06-27NVFlinger: Lock race condition between CPU, Host Timing, VSync.Fernando Sahmkow
2020-06-27General: Recover Prometheus project from harddrive failure Fernando Sahmkow
This commit: Implements CPU Interrupts, Replaces Cycle Timing for Host Timing, Reworks the Kernel's Scheduler, Introduce Idle State and Suspended State, Recreates the bootmanager, Initializes Multicore system.
2020-05-16nv_flinger: Use enum for pixel format instead of u32David Marcec
2020-04-12Merge pull request #3606 from ReinUsesLisp/nvflingerbunnei
service/vi: Partially implement BufferQueue disconnect
2020-04-10Buffer queue: Correct behavior of free buffer.Fernando Sahmkow
This corrects the behavior of free buffer after witnessing it in an unrelated hardware test. I haven't found any games affected by it but in name of better accuracy we'll correct such behavior.
2020-04-10service/vi: Partially implement BufferQueue disconnectReinUsesLisp
2020-03-12NVFlinger: Do the microprofile Flip after processing a valid frame.Fernando Sahmkow
2020-02-11Core: Set all hardware emulation constants in a single file.Fernando Sahmkow
2020-01-07Merge pull request #3272 from bunnei/vi-close-layerbunnei
service: vi: Implement CloseLayer.
2020-01-04service: vi: Implement CloseLayer.bunnei
- Needed for Undertale.
2019-12-30video_core: Block in WaitFence.Markus Wick
This function is called rarely and blocks quite often for a long time. So don't waste power and let the CPU sleep. This might also increase the performance as the other cores might be allowed to clock higher.
2019-11-26core_timing: Use better reference tracking for EventType. (#3159)bunnei
* core_timing: Use better reference tracking for EventType. - Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects. - Removes need for unique names - we won't be using this for save states anyways.
2019-11-24kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for ↵bunnei
kernel objects. (#3154) * kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects. - See https://github.com/citra-emu/citra/pull/4710 for details.
2019-11-03kernel: events: Remove ResetType::Automatic.bunnei
- This does not actually seem to exist in the real kernel - games reset these automatically. # Conflicts: # src/core/hle/service/am/applets/applets.cpp # src/core/hle/service/filesystem/fsp_srv.cpp
2019-10-16Merge pull request #2912 from FernandoS27/async-fixesbunnei
General fixes to Async GPU
2019-10-12nvflinger/buffer_queue: Remove use of a global system accessorLioncash
2019-10-04NvFlinger: Remove leftover from corrections and clang format.Fernando Sahmkow
2019-10-04NVFlinger: Reverse the change that only signaled events on buffer acquire.Fernando Sahmkow
This has been hardware tested and it seems that NVFlinger will still signal even if there are no buffers to present.
2019-10-04NvFlinger: Don't swap buffers if a frame is missing and always trigger event ↵Fernando Sahmkow
in sync gpu.
2019-10-04GPU_Async: Correct fences, display events and more.Fernando Sahmkow
This commit uses guest fences on vSync event instead of an articial fake fence we had. It also corrects to keep signaling display events while loading the game as the OS is suppose to send buffers to vSync during that time.
2019-10-04Nvdrv: Correct Async regression and avoid signaling empty buffer vsyncsFernando Sahmkow
2019-09-22RebaseDavid Marcec
2019-09-22Deglobalize System: ViDavid Marcec
2019-09-22Deglobalize System: NvFlingerDavid Marcec
2019-07-05NVServices: Address FeedbackFernando Sahmkow
2019-07-05NVServices: Styling, define constructors as explicit and correctionsFernando Sahmkow
2019-07-05NVFlinger: Correct GCC compile errorFernando Sahmkow
2019-07-05nvflinger: Make the force 30 fps still force 30 fpsFernando Sahmkow
2019-07-05nvflinger: Acquire buffers in the same order as they were queued.Fernando Sahmkow
2019-07-05nv_services: Correct buffer queue fencing and GPFifo fencingFernando Sahmkow
2019-07-05nvflinger: Implement swap intervalsFernando Sahmkow
2019-05-18core/kernel/object: Rename ResetType enum membersLioncash
Renames the members to more accurately indicate what they signify. "OneShot" and "Sticky" are kind of ambiguous identifiers for the reset types, and can be kind of misleading. Automatic and Manual communicate the kind of reset type in a clearer manner. Either the event is automatically reset, or it isn't and must be manually cleared. The "OneShot" and "Sticky" terminology is just a hold-over from Citra where the kernel had a third type of event reset type known as "Pulse". Given the Switch kernel only has two forms of event reset types, we don't need to keep the old terminology around anymore.
2019-04-09added a toggle to force 30fps modezarroboogs
2019-03-24core/core_timing: Make callback parameters consistentLioncash
In some cases, our callbacks were using s64 as a parameter, and in other cases, they were using an int, which is inconsistent. To make all callbacks consistent, we can just use an s64 as the type for late cycles, given it gets rid of the need to cast internally. While we're at it, also resolve some signed/unsigned conversions that were occurring related to the callback registration.
2019-03-06gpu: Refactor command and swap buffers interface for asynch.bunnei