| Age | Commit message (Collapse) | Author |
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input_common: GC Controller save and compare against analog origin state
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main: Set async gpu properly after loading per-game setting
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main/profile_select: Don't prompt for profile selection when only one is available
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kernel/handle_table: Remove usages of the global system instance
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Previously we would ignore this setting and would update the states regardless of the user setting
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registered_cache: Remove previous update/dlc if it exists on install
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If subdirectories exist in the given path parameter and don't exist in the real filesystem create them prior to creating the files within.
This fixes the softlocks upon save creation in The Legend of Zelda: Breath of the Wild
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memory_layout: Remove unused data member
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Shrinks the size of the CoreTiming class by 8 bytes.
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Enforces our desired time units directly with a concrete type.
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A sign conversion warning was occurring due to an int < size_t
comparison.
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These aren't directly important or commonly used within the process, so
we can move these to the bottom to allow everything else to be more
likely to be within a cache line.
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Removes even more usages of the global system instance, trimming away
more dependencies on global variables and making them explicit in the
interface.
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In all usages of LogSetting(), string literals are provided.
std::string_view is better suited here, as we won't churn a bunch of
string allocations every time the settings are logged out.
While we're at it, we can fold LogSetting() into LogSettings(), given
it's only ever used there.
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This is only used in one place, so we can fold it into the calling code,
eliminating a place for the global system instance to be used.
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- This checks for and removes old updates or dlc based on title id. If a content meta nca exists within the registered cache, it will attempt to remove all the ncas associated with the content meta before installing a new update/dlc
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This was based on Atmosphére's DMNT Cheat VM:
- https://github.com/Atmosphere-NX/Atmosphere/blob/master/stratosphere/dmnt/source/cheat/impl/dmnt_cheat_vm.hpp
- https://github.com/Atmosphere-NX/Atmosphere/blob/master/stratosphere/dmnt/source/cheat/impl/dmnt_cheat_vm.cpp
From Atmosphére's documentation: "Code type 0xC3 reads or writes a static register with a given register"
There are now only two remaining opcodes to implement (PauseProcess and BreakProcess)
This is untested because I don't have any experience in testing cheats on yuzu
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common/swap: Make use of std::endian
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Allows removing a bunch of defines in favor of a two liner.
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Now that we use C++20, we can also make use of std::erase_if instead of
needing to do the erase-remove idiom.
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maxwell_dma: Match official doc and support pitch->voxel copies
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Creates a new function that can be expanded later to fix other settings that are known to cause emulation errors across executables.
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configuration: Add settings to enable/disable specific CPU optimizations
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filesystem: Set various NAND partition sizes to their defaults
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gcadapter: Tidy up compiler warnings
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udp: Silence a C++20 deprecation warning
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Another error that got pass me and only noticed when I was doing the per-game settings UI rework. This prevents asynchronous GPU emulation from being disabled while multi core is enabled as a result of a poorly put together per-game config.
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This is likely an oversight during a rebase. Guards use_multi_core to be only set when the global value is in use. It should not make a difference given the current code base, but makes the code sensible.
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Avoids redundant repetitions of variable names, and allows assignment
all in one statement.
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cmake: pass libusb include directory
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Remnant of an early implementation.
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Avoids redundant variable name repetitions.
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This isn't used, so it can be removed entirely, shrinking the structure
size by 8 bytes.
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We can define an alias for the index arrays and then just reuse it to
make the code nicer to read.
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We can alter the structure so that we can use designated initializers in
the array, eliminating the comments that indicate their field names.
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Normalizes pixel format names to match Vulkan names. Previous to this
commit pixel formats had no convention, leading to confusion and
potential bugs.
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