| Age | Commit message (Collapse) | Author |
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applet_swkbd: Include the null terminator in the buffer size calculation
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hex_util: Fix incorrect array size in AsArray
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Some games may interpret the read string as a null-terminated string instead of just reading the string up to buffer_size.
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Although this isn't used, this is a potential bug as HexStringToArray will perform an out-of-bounds read.
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Currently yuzu will read the mapping but does not connect a controller
despite adding subsequent configurations for it. Read the `connected`
setting for now as a boolean like the Qt frontend.
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This allows for easily converting a hex string into a Common::UUID, which is backed by a 128 bit unsigned integer.
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* nvdec: VA-API
* Verify formatting
* Forgot a semicolon for Windows
* Clarify comment about AV_PIX_FMT_NV12
* Fix assert log spam from missing negation
* vic: Remove forgotten debug code
* Address lioncash's review
* Mention VA-API is Intel/AMD
* Address v1993's review
* Hopefully fix CMakeLists style this time
* vic: Improve cache locality
* vic: Fix off-by-one error
* codec: Async
* codec: Forgot the GetValue()
* nvdec: Address ameerj's review
* codec: Fallback to CPU without VA-API support
* cmake: Address lat9nq's review
* cmake: Make VA-API optional
* vaapi: Multiple GPU
* Apply suggestions from code review
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
* nvdec: Address ameerj's review
* codec: Use anonymous instead of static
* nvdec: Remove enum and fix memory leak
* nvdec: Address ameerj's review
* codec: Remove preparation for threading
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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config: Only read/write current_user on global config
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This makes UnswizzleTexture up to two times faster. It is the main bottleneck in NVDEC video decoding.
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Exposed the SDL_ShowCursor function to EmuWindow baseclass. When creating the window (GL or VK) in fullscreen it now automatically hides the cursor.
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Makes the default game list folder icons 48x48 by default instead of 64x64, and allows for selecting small (24x24) and large (72x72) icon sizes.
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renderer_vulkan: Implement screenshots
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vk_rasterizer: Flip viewport on Y_NEGATE
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This reduces the amount of over dispatching when there are odd dimensions (i.e. ASTC 8x5), which rarely evenly divide into 32x32.
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Alleviates the dependency on the swizzle table and a uniform which is constant for all ASTC texture sizes.
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This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation.
We can take advantage of its sorted property to optimize its usage in the shader.
Thanks to wwylele for the optimization idea.
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Moves leftover values that are no longer used by the gpu decoder back to the cpp implementation.
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Addresses PR review
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
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Keeps us up to date with reporting the system version.
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Addresses review feedback.
Co-authored-by: Mai M. <mathew1800@gmail.com>
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service: ns, set: Add PT_BR (Brazilian Portuguese)
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emu_window: Remove global system instance
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renderer_vulkan: Add setting to log pipeline statistics
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Fixes a theoretical scenario where a Setting is using the BasicSetting's
GetValue function. In practice this probably only happens on yuzu-cmd,
where there is no need for a Setting's additional features. Need to fix
regardless.
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Clamps the setting's values against the specified minimum and maximum
values.
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It was just the one in emu_window_sdl2, but since _gl and _vk inherit
from it, they all needed adjustments.
Leaves just the one auto system& in main().
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The buffer size here does not include the initial 8 bytes.
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shader: Fold UnpackFloat2x16 and PackFloat2x16
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shader: Fold integer FMA from Nvidia's pattern
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Simplifies the code a bit when possible. These instructions should be
no-ops codegen wise.
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service: ns: Map ZH_TW and ZH_CN to Traditional/Simplified Chinese
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common: uuid: Return a lower-case hex string in Format
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Matches OpenGL's behavior. I don't believe this register flips geometry,
but we have to try to match behavior on both backends.
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OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
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Allows specifying the framebuffer and render area dimensions, rather than being hard coded for the render window.
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shader: Mark ConvertF16F32 and ConvertF32F16 as fp16 instructions
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