| Age | Commit message (Collapse) | Author |
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Currently unclear what these do yet, will be researched at a later time when we want to implement palma.
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Specifying an internal resolution in yuzu now will report the scaled changes to vi and am.
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Keeps filesystem-related error codes in one spot.
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* Fixed priority switching edge case for handheld
We accidently used controller index instead of npad id
* Moved NPadIdToIndex
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csrng: Use random integer distribution instead of raw engine
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Prevents returning the same value every single call.
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kernel/thread: Deduplicate scheduler switching code
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patch_manager: Add support for dumping uncompressed NSOs
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service/audren_u: Forward RequestUpdateAuto through the same function as RequestUpdate
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Includes actual unmapping and address error checking.
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Includes NRO and BSS error checking, maximum loaded NRO check, NRR hash check, and proper remapping of BSS data.
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Includes initialization check, proper address check, alignment check, and actual unloading of a loaded NRR.
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Includes parameter error checking, hash enforcement, initialization check, and max NRR load check.
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Credits to Subv
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Fixes unmapped spam in SMP and buffer size errors in some other games
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acc/profile_manager: Minor cleanup-related changes
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service/acc: Correct error case within TrySelectUserWithoutInteraction()
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empty() in this case will always return false, since the returned
container is a std::array. Instead, check if all given users are invalid
before returning the error code.
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ParseUserSaveFile()
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Avoids relying on fmt always being indirectly included.
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nfp: Correct erroneous sizeof expression within GetTagInfo()
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hid/npad: Add missing break in switch statement within Controller_NPad::OnUpdate
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service: Mark MakeFunctionString with the [[maybe_unused]] attribute.
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svc: Use proper random entropy generation algorithm
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The previous expression would copy sizeof(size_t) amount of bytes (8 on
a 64-bit platform) rather than the full 10 bytes comprising the uuid
member.
Given the source and destination types are the same, we can just use an
assignment here instead.
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RequestUpdate
Based off RE, they both currently go through the same codepath with no
difference in behavior.
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Controller_NPad::OnUpdate()
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When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
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The code in both places was the same verbatim, so we can extract it to a
function to deduplicate the logic.
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kernel/process: Migrate heap-related memory management out of the process class and into the vm manager
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hle/audren_u: Implement Get/SetRenderingTimeLimit
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[ns|fsp_srv]: Implement various functions to boot Checkpoint
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These appear to be a basic getter and setter pair, so these are fairly
trivial to implement and get out of the way.
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Now that we've moved all of the heap-related stuff to the VMManager
class, we can unstub this function, as the necessary members are visible
now.
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class and into the vm manager
Avoids a breach of responsibilities in the interface and keeps the
direct code for memory management within the VMManager class.
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csrng: Add config option to set RNG seed
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Implement GetClockSnapshot, ToPosixTime & ToPosixTimeWithMyRule
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Ability to switch between docked and undocked mode in-game
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Added instead of using a seperate PR to prevent conflicts
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Needed by megaman 11
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Updated npad styles on holdtype switches
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* svcBreak now dumps information from the debug buffer passed
info1 and info2 seem to somtimes hold an address to a buffer, this is usually 4 bytes or the size of the int and contains an error code. There's other circumstances where it can be something different so we hexdump these to examine them at a later date.
* Addressed comments
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Fixes input for megaman
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