| Age | Commit message (Collapse) | Author |
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video_core: Silence the remaining gcc warnings and enforce them
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vk_texture_cache: Support image store on sRGB images with VkImageViewUsageCreateInfo
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vfs_real: When moving files or directories, don't assume file opening will succeed
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VkImageViewUsageCreateInfo
Vulkan 1.0 didn't support creating sRGB image views on an ABGR8 VkImage
with storage usage bits. VK_KHR_maintenance2 addressed this allowing to
reduce the usage bits on a VkImageView.
To allow image store on non-sRGB image views when the VkImage is created
with sRGB, always create VkImages without sRGB and add the sRGB format
on the view.
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It seems to be safe to use this on new drivers.
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vk_pipeline_cache: Properly bypass VertexA shaders
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Used by Zelda Breath of the Wild, Super Mario Odyssey and Nintendo Labo
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host_shaders/cmake: Pass --quiet to glslang to keep it quiet
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Fixes Devil May Cry
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Silences noisy builds on toolchains.
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hle: service: am: Stub ILibraryAppletAccessor::PresetLibraryAppletGpuTimeSliceZero.
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succeed
Found this via a warning, but it's a substantive fix.
Since this is only for a cache, it should be safe to silently drop the
entry if opening fails. I think.
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nsight_aftermath_tracker: Fix build issues when enabled
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Fix "message(ERROR ..." to "message(FATAL_ERROR ..." to properly stop
cmake when Nsight Aftermath can't be configured.
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Fixes a bunch of build errors when Nsight Aftermath is properly enabled.
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lbl: Implement most of lbl
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The VertexA stage is not yet implemented, but Vulkan is adding its
descriptors, causing a discrepancy in the pushed descriptors and the
template. This generally ends up in a driver side crash.
Bypass the VertexA stage for now.
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Start of Integer flags implementation
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acc: Stub StoreSaveDataThumbnail
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Track map address sizes in a flat ordered map and add a method to query
the number of bytes until the end of a map in a given address.
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The divide logic was wrong and can cause an uniform buffer size
overflow.
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bit_util: Unify implementations of MostSignificantBit32/MostSignificantBit64
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This function was not being used.
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When we copy into a buffer, it might contain data modified from the GPU
on the same pages. Because of this, we have to flush the contents before
writing new data.
An alternative approach would be to write the data in place, but games
can also write data in other ways, invalidating our contents.
Fixes geometry in Zombie Panic in Wonderland DX.
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Allow flushing rasterizer contents based on a GPU address.
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We can use the standardized CLZ facilities to perform this. This also
allows us to make utilizing functions constexpr and eliminate the
inclusion of an intrinsics header.
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HID: Add multitouch support
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vk_shader_decompiler: Show comments as OpUndef with a type
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ILibraryAppletAccessor::PresetLibraryAppletGpuTimeSliceZero.
- Used by Monster Hunter Rise demo.
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Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to
be in yuzu's user directory to stop commonly distributed malware from
deleting our driver shader cache. And by setting
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader
cache size.
This has only been implemented on Windows, mostly because previous tests
didn't seem to work on Linux.
Disable the precompiled cache on Nvidia's driver. There's no need to
hide information the driver already has in its own cache.
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Fix player 1 turning on handheld and not updating handheld settings
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Pretty basic service, only thing left to do is handle setting applying once set:sys is implemented
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Cleaned up mii raw data to reflect the underlying values instead of just a chunk of bytes.
Fixed BuildRandomStoreData not actually generating random miis properly. "values" should be a u32, not a u8.
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Rework the service to spit out to logs instead of a seperate file as well as fix any crashes caused by lm.
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