| Age | Commit message (Collapse) | Author |
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GetMemoryStateName()
Without these, this would perform concatenation, which is definitely not
what we want here.
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Avoids pointless copies
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This makes it a compilation error to construct additional instances of
the System class directly, preventing accidental wasteful constructions
over and over.
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This would result in a lot of allocations and related object
construction, just to toss it all away immediately after the call.
These are definitely not intentional, and it was intended that all of
these should have been accessing the static function GetInstance()
through the name itself, not constructed instances.
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scheduler: Clear exclusive state when switching contexts
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svc:: Fix bug in svcWaitForAddress
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Services/BSD: Corrected the return for StartMonitoring according to SwIPC
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FileSys: Append the requested path to the filesystem base path in DeleteFile
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We were trying to delete things in the current directory instead of the actual filesystem directory. This may fix some savedata issues in some games.
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* More improvements to GDBStub
- Debugging of threads should work correctly with source and assembly level stepping and modifying registers and memory, meaning threads and callstacks are fully clickable in VS.
- List of modules is available to the client, with assumption that .nro and .nso are backed up by an .elf with symbols, while deconstructed ROMs keep N names.
- Initial support for floating point registers.
* Tidy up as requested in PR feedback
* Tidy up as requested in PR feedback
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Let games/application know that we're offline
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Audout autos are identical to their counterpart except for the buffer type which yuzu already handles for us.
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IsAnyInternetRequestAccepted
Since we have no socket implementation we should be returning 0 to indicate we're currently offline.
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Services/FS: Return the correct error code when trying to mount a nonexistent savedata.
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- This fixes user input in SMO.
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NvOsGetConfigU32 production impl
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savedata_factory: Always create a save directory for games.
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Settings are only used when RMOS_SET_PRODUCTION_MODE is set to 0.
If production mode is set, the error code 0x30006 is returned instead
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This reverts commit 77c684c1140f6bf3fb7d4560d06d2efb1a2ee5e2.
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* Add VfsFile and VfsDirectory classes
* Finish abstract Vfs classes
* Implement RealVfsFile (computer fs backend)
* Finish RealVfsFile and RealVfsDirectory
* Finished OffsetVfsFile
* More changes
* Fix import paths
* Major refactor
* Remove double const
* Use experimental/filesystem or filesystem depending on compiler
* Port partition_filesystem
* More changes
* More Overhaul
* FSP_SRV fixes
* Fixes and testing
* Try to get filesystem to compile
* Filesystem on linux
* Remove std::filesystem and document/test
* Compile fixes
* Missing include
* Bug fixes
* Fixes
* Rename v_file and v_dir
* clang-format fix
* Rename NGLOG_* to LOG_*
* Most review changes
* Fix TODO
* Guess 'main' to be Directory by filename
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* voice section updating
* fixed slight offset miscalculation
* fixed overflow
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unmapped from the GPU's MMU.
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This behavior is confirmed by reverse engineering.
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Rewrite the OpenGL rasterizer cache
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Service/Audio: add hwopus service, stub GetWorkBufferSize function
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* We should be returning our revision instead of what is requested.
Hardware test on a 5.1.0 console
* Added sysversion comment
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(#583)
* Removed duplicate structs, changed AudioRendererResponse -> UpdateDataHeader
According to game symbols(SMO), there's references to UpdateDataHeader which seems to be what AudioRendererResponse actually is
* oops
* AudioRendererParameters should be AudioRendererParameter according to SMO
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properly (#580)
* Fixed RequestUpdateAudioRenderer deadlocks and calculated section sizes properly
This fixes RequestUpdateAudioRenderer deadlocks in games like Puyo Puyo Tetris and games which require a proper section size in games such as Retro City Rampage. This fixes causes various games to start rendering or trying to render
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svc: Fully implement svcSignalToAddress and svcWaitForAddress
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prevent yuzu crash, if games, like Axiom Verge, trying to read 0 bytes from file
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