| Age | Commit message (Collapse) | Author |
|
|
|
There seems to be more such as type 1, and 2. Unsure what these currently are but when a game hits them we can investigate and add the rest
|
|
gl_shader_decompiler: Implement PBK and BRK
|
|
Added Saturation to FMUL32I
|
|
CMakeLists: Use target_compile_definitions instead of add_definitions to define YUZU_ENABLE_COMPATIBILITY_REPORTING
|
|
gl_shader_decompiler: Minor changes
|
|
|
|
|
|
psm: Add psm service and stub commands 0 and 1
|
|
|
|
|
|
|
|
|
|
|
|
web_service/CMakeLists: Make the CPPHTTPLIB_OPENSSL_SUPPORT constrained to the web_service library only
|
|
svc: Fix vma boundary check in svcQueryMemory
|
|
Fixed FSETP and FSET
|
|
|
|
service: Update service function tables
|
|
Fixed VAOs Float types only returning GL_FLOAT
|
|
return GL_HALF_FLOAT
|
|
Used by LovePotion Lua Homebrew. Stubbed as connected to official Nintendo Switch dock.
|
|
qt: Move Reinitialize Keys to Tools menu
|
|
|
|
Updated based off information provided by Switchbrew.
|
|
Added based off information provided by Switchbrew.
|
|
Updated based off information from Switchbrew
|
|
Also introduces the new prepo:a2 service.
Updated based off information provided by Switchbrew.
|
|
Updated based off information provided by Switchbrew.
|
|
Added auto controller switching to supported controllers and single joycon button rotation
|
|
|
|
Used by LovePotion Lua Homebrew. Stubbed to return 100% charge.
|
|
Seems to be the power controller. Listed in switchbrew under the category PTM services.
|
|
This is more localized to what we want to enforce directory-wise with
the project. CMAKE_SOURCE_DIR indicates the root of the source tree, but
this would cause the wrong behavior if someone included yuzu as part of
a larger buildsystem (for whatever reason). Instead, we want to use the
directory where the "project(yuzu)" command was declared as the root
path reference.
|
|
define YUZU_ENABLE_COMPATIBILITY_REPORTING
Keeps the definition constrained to the yuzu target and prevents
polluting anything else in the same directory (should that ever happen).
It also keeps it consistent with how the USE_DISCORD_PRESENCE definition
is introduced below it.
|
|
the web_service library only
Given we link in httplib privately, we can also make the definition
enabling OpenSSL support private as well. Prevents leaking a definition
into other libraries that link with this one, like the core library.
|
|
In the kernel, there isn't a singular handle table that everything gets
tossed into or used, rather, each process gets its own handle table that
it uses. This currently isn't an issue for us, since we only execute one
process at the moment, but we may as well get this out of the way so
it's not a headache later on.
|
|
These three source files are the only ones within the engines directory
that don't use nested namespaces. We may as well change these over to
keep things consistent.
|
|
These are never modified, so we can make that assumption explicit.
|
|
This prevents truncation warnings at the lambda's usage sites.
|
|
These pointer variables are never used, so we can get rid of them.
|
|
This should be comparing against the queried process' vma_map, not the
current process'. The only reason this hasn't become an issue yet is we
currently only handle one process being active at any time.
|
|
If the variable being moved is const, then std::move will always perform
a copy (since it can't actually move the data).
|
|
A variable with the same name was previously declared in an outer scope.
|
|
|
|
The intention of declaring them in gl_shader_decompiler was to be able
to use blocks to implement geometry shaders. But that wasn't needed in
the end and it caused issues when both vertex stages were being used,
resulting in a redeclaration of "position".
|
|
button rotation
This is a subset of the better-hid-2 changes, this fixes input in various games which don't support dual joycons. This pr will search for the next best controller which is supported by the current game
|
|
gl_shader_decompiler: Implement H* instructions
|
|
svc: Add missing sanitizing checks for MapSharedMemory/UnmapSharedMemory
|
|
GPU/DMA: Flush the source region and invalidate the destination region when doing a DMA transfer.
|