| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-01-28 | Merge pull request #3354 from ReinUsesLisp/depth-stencil | bunnei | |
| gl_texture_cache: Properly implement depth/stencil sampling | |||
| 2020-01-27 | gl_texture_cache: Silence implicit sign cast warnings | ReinUsesLisp | |
| 2020-01-27 | System: Address Feedback | Fernando Sahmkow | |
| 2020-01-27 | shader/bfi: Implement register-constant buffer variant | ReinUsesLisp | |
| It's the same as the variant that was implemented, but it takes the operands from another source. | |||
| 2020-01-27 | shader/arithmetic: Implement FCMP | ReinUsesLisp | |
| Compares the third operand with zero, then selects between the first and second. | |||
| 2020-01-26 | texture_cache/surface_base: Fix layered break down | ReinUsesLisp | |
| Layered break downs was passing "layer" as a "depth" parameter. This commit addresses that. | |||
| 2020-01-26 | gl_texture_cache: Properly implement depth/stencil sampling | ReinUsesLisp | |
| This addresses the long standing issue of compatibility vs. core profiles on OpenGL, properly implementing depth vs. stencil sampling depending on the texture swizzle. | |||
| 2020-01-26 | System: Correct PrepareReschedule. | Fernando Sahmkow | |
| 2020-01-26 | Kernel: Remove a few global instances from the kernel. | Fernando Sahmkow | |
| 2020-01-26 | Core: Refactor CpuCoreManager to CpuManager and Cpu to Core Manager. | Fernando Sahmkow | |
| This commit instends on better naming the new purpose of this classes. | |||
| 2020-01-26 | ArmInterface: Delegate Exclusive monitor factory to exclusive monitor ↵ | Fernando Sahmkow | |
| interfasce. | |||
| 2020-01-26 | shader/memory: Implement ATOM.ADD | ReinUsesLisp | |
| ATOM operates atomically on global memory. For now only add ATOM.ADD since that's what was found in commercial games. This asserts for ATOM.ADD.S32 (handling the others as unimplemented), although ATOM.ADD.U32 shouldn't be any different. This change forces us to change the default type on SPIR-V storage buffers from float to uint. We could also alias the buffers, but it's simpler for now to just use uint. While we are at it, abstract the code to avoid repetition. | |||
| 2020-01-25 | Core: Refactor CPU Management. | Fernando Sahmkow | |
| This commit moves ARM Interface and Scheduler handling into the kernel. | |||
| 2020-01-25 | Shader_IR: Address feedback. | Fernando Sahmkow | |
| 2020-01-25 | shader/memory: Implement STL.S16 and STS.S16 | ReinUsesLisp | |
| 2020-01-25 | shader/memory: Implement unaligned LDL.S16 and LDS.S16 | ReinUsesLisp | |
| 2020-01-25 | shader/memory: Move unaligned load/store to functions | ReinUsesLisp | |
| 2020-01-25 | shader/memory: Implement LDL.S16 and LDS.S16 | ReinUsesLisp | |
| 2020-01-25 | bsd: Stub several more functions. | bunnei | |
| - Required for Little Town Hero to boot further. | |||
| 2020-01-25 | Merge pull request #3343 from FearlessTobi/ui-tab | bunnei | |
| yuzu/configuration: create UI tab and move gamelist settings there | |||
| 2020-01-24 | Merge pull request #3326 from FearlessTobi/port-5039 | bunnei | |
| Port citra-emu/citra#5039: "common/logging: don't use regex for path trimming" | |||
| 2020-01-24 | Disable clang-format for font files | FearlessTobi | |
| 2020-01-24 | Merge pull request #3344 from ReinUsesLisp/vk-botw | bunnei | |
| vk_shader_decompiler: Disable default values on unwritten render targets | |||
| 2020-01-24 | Shader_IR: Change name of TrackSampler function so it does not confuse with ↵ | Fernando Sahmkow | |
| the type. | |||
| 2020-01-24 | Shader_IR: Corrections, styling and extras. | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Correct Custom Variable assignment. | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Propagate bindless index into the GL compiler. | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Implement Injectable Custom Variables to the IR. | Fernando Sahmkow | |
| 2020-01-24 | GL Backend: Introduce indexed samplers into the GL backend | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: deduce size of indexed samplers | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Setup Indexed Samplers on the IR | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Implement initial code for tracking indexed samplers. | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Address Feedback | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Allow constant access of guest driver. | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Address Feedback | Fernando Sahmkow | |
| 2020-01-24 | Guest_driver: Correct compiling errors in GCC. | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Store Bound buffer on Shader Usage | Fernando Sahmkow | |
| 2020-01-24 | GPU: Implement guest driver profile and deduce texture handler sizes. | Fernando Sahmkow | |
| 2020-01-24 | Kernel: Implement Physical Core. | Fernando Sahmkow | |
| 2020-01-24 | Merge pull request #3273 from FernandoS27/txd-array | bunnei | |
| Shader_IR: Implement TXD Array. | |||
| 2020-01-24 | Merge pull request #3340 from SciresM/pmdx | bunnei | |
| loader: provide default arguments (zero byte) to NSOs | |||
| 2020-01-24 | vk_shader_decompiler: Disable default values on unwritten render targets | ReinUsesLisp | |
| Some games like The Legend of Zelda: Breath of the Wild assign render targets without writing them from the fragment shader. This generates Vulkan validation errors, so silence these I previously introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The problem is that this is not what games expect. This commit reverts that change. | |||
| 2020-01-24 | audio_core: Switch to a faster interpolation technique | FearlessTobi | |
| 2020-01-24 | yuzu/configuration: create UI tab and move gamelist settings there | FearlessTobi | |
| 2020-01-23 | common/logging: don't use regex for path trimming | BreadFish64 | |
| 2020-01-23 | Replace GetString with Get function | FearlessTobi | |
| This should hopefully fix compilation errors. | |||
| 2020-01-23 | Address second part of review comments | FearlessTobi | |
| 2020-01-23 | Address review comments | FearlessTobi | |
| 2020-01-23 | Input: UDP Client to provide motion and touch controls | fearlessTobi | |
| An implementation of the cemuhook motion/touch protocol, this adds the ability for users to connect several different devices to citra to send direct motion and touch data to citra. Co-Authored-By: jroweboy <jroweboy@gmail.com> | |||
| 2020-01-23 | Merge pull request #3341 from bunnei/time-posix-myrule | bunnei | |
| service: time: Implement ToPosixTimeWithMyRule. | |||
