| Age | Commit message (Collapse) | Author |
|
The thread field serves to indicate which thread a log is related to and
provides the length of the thread's name, so we can print that out,
ditto for modules.
Now we can know what threads are potentially spawning off logging
messages (for example Lydie & Suelle bounces between MainThread and
LoadingThread when initializing the game).
|
|
|
|
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.
Instanced vertex arrays are not yet implemented.
|
|
- Used by Breath of the Wild.
|
|
maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.
|
|
gl_rasterizer: Fix upload size for constant buffers.
|
|
gl_shader_decompiler: Several fixes for indirect constant buffer loads.
|
|
gl_rasterizer_cache: Implement G8R8S format.
|
|
emu_window: Ensure WindowConfig members are always initialized
|
|
loader: Remove address mapping remnants from citra
|
|
kernel/svc: Log svcBreak parameters
|
|
common/xbyak_abi: Mark defined functions in header as inline
|
|
Require by Zelda Breath Of The Wild
|
|
common/misc: use windows.h
|
|
mm_u: Move interface class into the cpp file
|
|
These mappings are leftovers from citra and don't apply to the Switch.
|
|
Given if we hit here all is lost, we should probably be logging the
break reason code and associated information to distinguish between the
causes.
|
|
|
|
|
|
|
|
- Used by Super Mario Odyssey.
|
|
Previously we weren't always initializing all members of the struct.
Prevents potentially wonky behavior from occurring.
|
|
Previously core itself was the library containing the code to gather
common information (build info, CPU info, and OS info), however all of
this isn't core-dependent and can be moved to the common code and use
the common interfaces. We can then just call those functions from the
core instead.
This will allow replacing our CPU detection with Xbyak's which has
better detection facilities than ours. It also keeps more
architecture-dependent code in common instead of core.
|
|
Avoids potential One Definition Rule violations when these are used in
the future.
|
|
|
|
These currently aren't used and contain commented out source code that
corresponds to Dolphin's JIT. Given our CPU code is organized quite
differently, we shouldn't be keeping this around (at the moment it just
adds to compile times marginally).
|
|
audout_u: Correct IAudioOut initializer list order
|
|
Fix BC7U
|
|
renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.
|
|
The filter is returned via const reference, so this was making a
pointless copy of the entire filter every time a message was being
pushed into the logger instance.
|
|
|
|
Added missing channel devices
|
|
Ensures both variants go through the same interface, and while we're at
it, add Finalize to provide the inverse of Initialize for consistency.
|
|
Now if changes are ever made to the behavior of the class, it doesn't
involve rebuilding everything that includes the mm_u header.
|
|
Orders elements in the precise order they'll be initialized.
|
|
- Used by Breath of the Wild.
|
|
linux-mingw does not really like this.
|
|
Implement RG32UI and R32UI
|
|
audio_core: Interpolate
|
|
arm_dynarmic: Remove IsExecuting check from PrepareReschedule
|
|
maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
|
|
No longer required. HaltExecution is a no-op if it is not currently executing.
|
|
Needed for xenoblade
|
|
|
|
|
|
|
|
|
|
vfs: Use sanitized paths within MoveFile() and MoveDirectory()
|
|
card_image: Simplify return statement of GetSubdirectories()
|
|
kernel/object: Tighten object against data races
|