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2019-04-11core/core: Move main process creation into Load()Lioncash
Now that we have dependencies on the initialization order, we can move the creation of the main process to a more sensible area: where we actually load in the executable data. This allows localizing the creation and loading of the process in one location, making the initialization of the process much nicer to trace.
2019-04-11video_core/gpu: Create threads separately from initializationLioncash
Like with CPU emulation, we generally don't want to fire off the threads immediately after the relevant classes are initialized, we want to do this after all necessary data is done loading first. This splits the thread creation into its own interface member function to allow controlling when these threads in particular get created.
2019-04-11core/cpu_core_manager: Create threads separately from initialization.Lioncash
Our initialization process is a little wonky than one would expect when it comes to code flow. We initialize the CPU last, as opposed to hardware, where the CPU obviously needs to be first, otherwise nothing else would work, and we have code that adds checks to get around this. For example, in the page table setting code, we check to see if the system is turned on before we even notify the CPU instances of a page table switch. This results in dead code (at the moment), because the only time a page table switch will occur is when the system is *not* running, preventing the emulated CPU instances from being notified of a page table switch in a convenient manner (technically the code path could be taken, but we don't emulate the process creation svc handlers yet). This moves the threads creation into its own member function of the core manager and restores a little order (and predictability) to our initialization process. Previously, in the multi-threaded cases, we'd kick off several threads before even the main kernel process was created and ready to execute (gross!). Now the initialization process is like so: Initialization: 1. Timers 2. CPU 3. Kernel 4. Filesystem stuff (kind of gross, but can be amended trivially) 5. Applet stuff (ditto in terms of being kind of gross) 6. Main process (will be moved into the loading step in a following change) 7. Telemetry (this should be initialized last in the future). 8. Services (4 and 5 should ideally be alongside this). 9. GDB (gross. Uses namespace scope state. Needs to be refactored into a class or booted altogether). 10. Renderer 11. GPU (will also have its threads created in a separate step in a following change). Which... isn't *ideal* per-se, however getting rid of the wonky intertwining of CPU state initialization out of this mix gets rid of most of the footguns when it comes to our initialization process.
2019-04-11Merge pull request #2235 from ReinUsesLisp/spirv-decompilerbunnei
vk_shader_decompiler: Implement a SPIR-V decompiler
2019-04-11Merge pull request #2360 from lioncash/svc-globalbunnei
kernel/svc: Deglobalize the supervisor call handlers
2019-04-11Merge pull request #2388 from lioncash/constexprbunnei
kernel: Make handle type declarations constexpr
2019-04-11common/swap: Mark byte swapping free functions with [[nodiscard]] and noexceptLioncash
Allows the compiler to inform when the result of a swap function is being ignored (which is 100% a bug in all usage scenarios). We also mark them noexcept to allow other functions using them to be able to be marked as noexcept and play nicely with things that potentially inspect "nothrowability".
2019-04-11common/swap: Simplify swap function ifdefsLioncash
Including every OS' own built-in byte swapping functions is kind of undesirable, since it adds yet another build path to ensure compilation succeeds on. Given we only support clang, GCC, and MSVC for the time being, we can utilize their built-in functions directly instead of going through the OS's API functions. This shrinks the overall code down to just if (msvc) use msvc's functions else if (clang or gcc) use clang/gcc's builtins else use the slow path
2019-04-11common/swap: Remove 32-bit ARM pathLioncash
We don't plan to support host 32-bit ARM execution environments, so this is essentially dead code.
2019-04-11common/scope_exit: Replace std::move with std::forward in ScopeExit()Lioncash
The template type here is actually a forwarding reference, not an rvalue reference in this case, so it's more appropriate to use std::forward to preserve the value category of the type being moved.
2019-04-11kernel: Make handle type declarations constexprLioncash
Some objects declare their handle type as const, while others declare it as constexpr. This makes the const ones constexpr for consistency, and prevent unexpected compilation errors if these happen to be attempted to be used within a constexpr context.
2019-04-11ui_settings: Rename game directory variablesFreddyFunk
2019-04-11gl_rasterizer_cache: Relax restrictions on FastCopySurface and ↵Fernando Sahmkow
FastLayeredCopySurface
2019-04-11service: Update service function tablesLioncash
Updates function tables based off information from SwitchBrew.
2019-04-10Merge pull request #2278 from ReinUsesLisp/vc-texture-cachebunnei
video_core: Implement API agnostic view based texture cache
2019-04-10Merge pull request #2372 from FernandoS27/fermi-fixbunnei
Correct Fermi Copy on Linear Textures.
2019-04-10gl_shader_manager: Move code to source file and minor clean upReinUsesLisp
2019-04-10gl_rasterizer: Apply just the needed state on ClearReinUsesLisp
2019-04-10ldr: Mark IsValidNROHash() as a const member functionLioncash
This doesn't modify instance state, so it can be made const.
2019-04-10ldr: Amend parameters for LoadNro/UnloadNro LoadNrr/UnloadNrrLioncash
The initial two words indicate a process ID. Also UnloadNro only specifies one address, not two.
2019-04-10gl_device: Implement interface and add uniform offset alignmentReinUsesLisp
2019-04-10vk_shader_decompiler: Implement flow primitivesReinUsesLisp
2019-04-10vk_shader_decompiler: Implement most common texture primitivesReinUsesLisp
2019-04-10vk_shader_decompiler: Implement texture decompilation helper functionsReinUsesLisp
2019-04-10vk_shader_decompiler: Implement Assign and LogicalAssignReinUsesLisp
2019-04-10vk_shader_decompiler: Implement non-OperationCode visitsReinUsesLisp
2019-04-10vk_shader_decompiler: Implement OperationCode decompilation interfaceReinUsesLisp
2019-04-10vk_shader_decompiler: Implement VisitReinUsesLisp
2019-04-10vk_shader_decompiler: Implement labels tree and flowReinUsesLisp
2019-04-10vk_shader_decompiler: Implement declarationsReinUsesLisp
2019-04-10vk_shader_decompiler: Declare and stub interface for a SPIR-V decompilerReinUsesLisp
2019-04-10video_core: Add sirit as optional dependency with VulkanReinUsesLisp
sirit is a runtime assembler for SPIR-V
2019-04-10fsp_srv: Remove unnecessary parameter popping in IDirectory's Read()Lioncash
IDirectory's Read() function doesn't take any input parameters. It only uses the output parameters that we already provide.
2019-04-10fsp_srv: Log out option values in IFile's Read and Write functionsLioncash
These indicate options that alter how a read/write is performed. Currently we don't need to handle these, as the only one that seems to be used is for writes, but all the custom options ever seem to do is immediate flushing, which we already do by default.
2019-04-10Merge pull request #2345 from ReinUsesLisp/multibindbunnei
gl_rasterizer: Use ARB_multi_bind to update buffers with a single call per drawcall
2019-04-10Merge pull request #2377 from lioncash/todobunnei
kernel/server_session: Remove obsolete TODOs
2019-04-09kernel/server_session: Remove obsolete TODOsLioncash
These are holdovers from Citra.
2019-04-09Merge pull request #2375 from FernandoS27/fix-ldcbunnei
Remove unnecessary bounding in LD_C
2019-04-09Merge pull request #2353 from lioncash/surfacebunnei
yuzu/debugger: Remove graphics surface viewer
2019-04-09configure_hotkeys: Pass the dialog as a parent to SequenceDialog()Lioncash
Without passing in a parent, this can result in focus being stolen from the dialog in certain cases. Example: On Windows, if the logging window is left open, the logging Window will potentially get focus over the hotkey dialog itself, since it brings all open windows for the application into view. By specifying a parent, we only bring windows for the parent into view (of which there are none, aside from the hotkey dialog).
2019-04-09configure_hotkeys: Avoid dialog memory leak within Configure()Lioncash
Without a parent, this dialog won't have its memory freed when it happens to get destroyed.
2019-04-09Remove bounding in LD_CFernando Sahmkow
2019-04-09configure_hotkeys: Mark member variables as const where applicable in ↵Lioncash
Configure()
2019-04-09configure_hotkeys: Make comparison check a little more self-documentingLioncash
This is checking if an index is valid or not and returning early if it isn't.
2019-04-09configure_dialog: Amend constructor initializer list orderLioncash
Avoids a -Wreorder compiler warning.
2019-04-09configure_hotkey: Remove unnecessary includeLioncash
Avoids dumping all of the core settings machinery into whatever files include this header. Nothing inside the header itself actually made use of anything in settings.h anyways.
2019-04-09configure_hotkey: Make IsUsedKey() a const member functionLioncash
This doesn't actually modify instance state of the dialog, so this can be made const.
2019-04-09Merge pull request #2354 from lioncash/headerbunnei
video_core/texures/texture: Remove unnecessary includes
2019-04-09Merge pull request #1957 from DarkLordZach/title-providerbunnei
file_sys: Provide generic interface for accessing game data
2019-04-09Merge pull request #2366 from FernandoS27/xmad-fixbunnei
Correct XMAD mode, psl and high_b on different encodings.