| Age | Commit message (Collapse) | Author |
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Add a lock to avoid data races.
This reduces the number of -fsanitize=thread errors significantly.
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Update dynarmic and add new unsafe CPU option.
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Enabling this setting will allow some titles to present more frames to
the screen as they become available in the nvflinger buffer queue.
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textures: Add a toggle for GPU Accelerated ASTC decoder
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This introduces a new setting Enable FS Access Log which saves the filesystem access log to sdmc:/FsAccessLog.txt
If this setting is not enabled, this will indicate to FS to not call OutputAccessLogToSdCard.
Fixes softlocks during loading in Xenoblade Chronicles 2 when certain DLC is enabled.
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Guest logs are not very useful, as they are intended for use by the game developers during development. As such, they provide little meaning to be logged by yuzu and tend to overwhelm the log output at times.
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hid: Stub IsFirmwareUpdateAvailableForSixAxisSensor
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Implement/Port Fastmem from Citra to Yuzu
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kernel: KLightConditionVariable: Update implementation to 12.x
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Fix GCC undefined behavior sanitizer.
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Updates the implementation of KLightConditionVariable to FW 12.x
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* Wrong alignment in u64 LOG_DEBUG -> memcpy.
* Huge shift exponent in stride calculation for linear buffer, unused result -> skipped.
* Large shift in buffer cache if word = 0, skip checking for set bits.
Non of those were critical, so this should not change any behavior.
At least with the assumption, that the last one used masking behavior, which always yield continuous_bits = 0.
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- We were double-reserving, causing us to run out of sessions in Pokemon Sword & Shield.
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- Pokemon Sword/Shield are still hitting this for some reason, causing an svcBreak.
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- Prevents us from over decrementing num_sessions.
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- Prevents a cloned session's handler from being overwritten by another disconnected session.
- Fixes session handler nullptr asserts with Pokemon Sword & Shield.
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- Avoids a potential crash if the handle is invalid, and also makes this code accurate to real kernel behavior.
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- Pokemon Sword/Shield are still hitting this for some reason, causing an svcBreak.
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too early.
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- We no longer need to queue up service threads to be destroyed.
- Fixes a race condition where a thread could be destroyed too early, which caused a crash in Pokemon Sword/Shield.
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hle: kernel: Refactor to allocate a ServiceThread per service handler.
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dereference.
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- Fixes some crashes introduced by our common intrusive red/black tree impl.
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The result code classes are used quite extensively throughout both the
kernel and service HLE code. We can mark these member functions as
[[nodiscard]] to prevent a few logic bugs from slipping through.
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- Previously, we would allocate a thread per session, which adds new threads on CloneCurrentObject.
- This results in race conditions with N sessions queuing requests to the same service interface.
- Fixes Pokken Tournament DX crashes/softlocks, which were regressed by #6347.
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input_common: Analog button, use time based position
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- Used by Mii Edit
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Transition to PascalCase for result names.
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Transition to PascalCase for result names.
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These macros all interact with the result code type, so they should
ideally be within this file as well, so all the common_funcs machinery
doesn't need to be pulled in just to use them.
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core/memory: Check our memory fallbacks for out-of-bound behavior.
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common: Extract Point struct into common
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k_class_token: Use variable templates where applicable
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applets/swkbd: Only read the text check message on Failure/Confirm
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ldn: Add and stub lp2p:sys lp2p:app INetworkServiceMonitor INetworkService
Mario Kart Live: Home Circuit needs lp2p:sys lp2p:app INetworkServiceMonitor INetworkService to be able to progress.
Note: The game still fails to boot from unimplemented LDN and BSD services.
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