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Updated to "yuzu Emulator Project"
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memory_manager: Remove useless assertion
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gl_shader_cache: Avoid use after move for program size
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Co-authored-by: VolcaEM <63682805+VolcaEM@users.noreply.github.com>
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While we're at it, also refactor the function used by OnOpenModsPage to be compatible with other URLs
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Add a "Open Mods Page" button to the GUI
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gl_device: Fix IsASTCSupported to scan all targets instead of just GL_TEXTURE_2D
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hid: Stub a series of "SevenSixAxisSensor" service commands
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Other targets were never actually checked
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num_pages is an std::size_t. It will always be >= 0
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Once we make sure not to corrupt Nvidia's driver, we can safely use
resident buffers on Turing devices.
See GitHub pull request #4156
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- Used by Captain Toad: Treasure Tracker Update 1.3.0
While we're at it, fix the input parameters for SetIsPalmaAllConnectable and SetPalmaBoostMode
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gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness
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decode/image: Implement B10G11R11F
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Prepo doesn't always pass a secondary buffer, we assume it always does which leads to a bad read.
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Add support for HLEing Macros
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Previously if applications would send faulty buffers(example homebrew) it would lead to us returning uninitalized data. Switching from ASSERT_MSG to ASSERT_OR_EXECUTE_MSG allows us to have a fail safe to prevent crashes but also continue execution without introducing undefined behavior
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Making the stream buffer resident increases GPU usage significantly on
some games. This seems to be addressed invalidating the stream buffer
with InvalidateBufferData instead of using a Unmap + Map (with
invalidation flags).
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Switch games are allowed to bind less data than what they use in a
vertex buffer, the expected behavior here is that these values are read
as zero. At the moment of writing this only D3D12, OpenGL and NVN through
NV_vertex_buffer_unified_memory support vertex buffer with a size limit.
In theory this could be emulated on Vulkan creating a new VkBuffer for
each (handle, offset, length) tuple and binding the expected data to it.
This is likely going to be slow and memory expensive when used on the
vertex buffer and we have to do it on all draws because we can't know
without analyzing indices when a game is going to read vertex data out
of bounds.
This is not a problem on OpenGL's BufferAddressRangeNV because it takes
a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes
buffers and offsets (the length is implicit in VkBuffer). It isn't a
problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on
IASetVertexBuffers takes SizeInBytes as a parameter (although I am not
familiar with robustness on D3D12).
Currently this only implements buffer ranges for vertex buffers,
although indices can also be affected. A KHR_robustness profile is not
created, but Nvidia's driver reads out of bound vertex data as zero
anyway, this might have to be changed in the future.
- Fixes SMO random triangles when capturing an enemy, getting hit, or
looking at the environment on certain maps.
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Make stream buffer and cached buffers as resident and query their
address. This allows us to use GPU addresses for several proprietary
Nvidia extensions.
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Expose NV_vertex_buffer_unified_memory when the driver supports it.
This commit adds a function the determine if a GL_RENDERER is a Turing
GPU. This is required because on Turing GPUs Nvidia's driver crashes
when the buffer is marked as resident or on DeleteBuffers. Without a
synchronous debug output (single threaded driver), it's likely that
the driver will crash in the first blocking call.
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yuzu no longer supports platforms without persistent maps.
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gl_shader_decompiler: Workaround textureLod when GL_EXT_texture_shadow_lod is not available
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We already draw, so we can clear it
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Closes #3919
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hid: Implement Get/ResetGyroscopeZeroDriftMode
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All programs had a size of zero due to this bug, skipping invalidations.
While we are at it, remove some unused forward declarations.
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software_keyboard: Eliminate trivial redundant copies
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than magic number
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