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2019-10-04GPU_Async: Correct fences, display events and more.Fernando Sahmkow
This commit uses guest fences on vSync event instead of an articial fake fence we had. It also corrects to keep signaling display events while loading the game as the OS is suppose to send buffers to vSync during that time.
2019-10-04Nvdrv: Correct Async regression and avoid signaling empty buffer vsyncsFernando Sahmkow
2019-10-04audio/audout_u: Change formatting for old clang-format versionsReinUsesLisp
2019-10-04yuzu/game_list_worker: Silence warningsReinUsesLisp
2019-10-04yuzu/game_list: Silence -Wswitch and -Wunused-variableReinUsesLisp
2019-10-04yuzu/configure_service: Silence -WswitchReinUsesLisp
2019-10-04yuzu_tester: Remove unused variableReinUsesLisp
2019-10-04service/nvdrv: Silence -WswitchReinUsesLisp
2019-10-04service/nfp: Silence -Wunused and -WswitchReinUsesLisp
2019-10-04service/hid: Silence -Wunused and -WswitchReinUsesLisp
2019-10-04service/am: Silence -WreorderReinUsesLisp
2019-10-04service/hid: Remove unused system referenceReinUsesLisp
2019-10-04service/friend: Remove unused fieldReinUsesLisp
2019-10-04service/filesystem: Silence -Wunused-variableReinUsesLisp
2019-10-04service/bcat: Silence -Wreorder and -WunusedReinUsesLisp
2019-10-04service/audio: Silence -WunusedReinUsesLisp
2019-10-04service/apm: Silence -Wunused and -WreorderReinUsesLisp
2019-10-04common/file_util: Silence -WswitchReinUsesLisp
2019-10-04Texture_Cache: Blit Deduction corrections and simplifications.Fernando Sahmkow
2019-10-04TextureCache: Add the ability to deduce if two textures are depth on blit.Fernando Sahmkow
2019-10-04Shader_ir: Address feedbackFernando Sahmkow
2019-10-04Shader_Ir: Address Feedback and clang format.Fernando Sahmkow
2019-10-04vk_shader_decompiler: Correct Branches inside conditionals.Fernando Sahmkow
2019-10-04vk_shader_decompiler: Clean code and be const correct.Fernando Sahmkow
2019-10-04Shader_IR: clean up AST handling and add documentation.Fernando Sahmkow
2019-10-04Shader_IR: Correct OutwardMoves for IfsFernando Sahmkow
2019-10-04vk_shader_compiler: Don't enclose branches with if(true) to avoid crashing AMDFernando Sahmkow
2019-10-04gl_shader_decompiler: Refactor and address feedback.Fernando Sahmkow
2019-10-04Shader_IR: corrections and clang-formatFernando Sahmkow
2019-10-04vk_shader_compiler: Correct SPIR-V AST DecompilingFernando Sahmkow
2019-10-04Shader_IR: allow else derivation to be optional.Fernando Sahmkow
2019-10-04vk_shader_compiler: Implement the decompiler in SPIR-VFernando Sahmkow
2019-10-04Shader_IR: mark labels as unused for partial decompile.Fernando Sahmkow
2019-10-04Shader_Ir: Refactor Decompilation process and allow multiple decompilation ↵Fernando Sahmkow
modes.
2019-10-04gl_shader_decompiler: Implement AST decompilingFernando Sahmkow
2019-10-04shader_ir: Declare Manager and pass it to appropiate programs.Fernando Sahmkow
2019-10-04shader_ir: Corrections to outward movements and misc stuffsFernando Sahmkow
2019-10-04shader_ir: Add basic goto eliminationFernando Sahmkow
2019-10-04shader_ir: Initial Decompile SetupFernando Sahmkow
2019-10-04SDL: Fix missing headerFernando Sahmkow
This fixes linux and mingw builds.
2019-10-04Merge pull request #2896 from FearlessTobi/port-4950bunnei
Port citra-emu/citra#4950: "Add FPS to SDL title bar"
2019-10-04Merge pull request #2936 from VPeruS/use-isallzeroarraybunnei
[crypto] Use IsAllZeroArray helper function
2019-10-03Merge pull request #2898 from FearlessTobi/port-4004bunnei
Port citra-emu/citra#4004: "qt_themes: add two colorful themes"
2019-10-03Merge pull request #2539 from DarkLordZach/bcatDavid
bcat: Implement BCAT service and connect to yuzu Boxcat server
2019-10-02[crypto] Use IsAllZeroArray helper functionvperus
2019-10-02qt: Add service dialogZach Hilman
2019-10-01Merge pull request #2904 from ogniK5377/better-signal-hidbunnei
Signal styleset changes at a better time
2019-10-01boxcat: Use updated game-asset API URL and tagsZach Hilman
2019-10-01bcat: Add FSC accessors for BCAT dataZach Hilman
Ports BCAT to use FSC interface
2019-10-01gl_rasterizer: Fix polygon offset unitsReinUsesLisp
For some reason hardware divides polygon offset units by two. This is visible since drivers multiply the application requested polygon offset by two.