| Commit message (Collapse) | Author | Age | Files | Lines |
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maxwell_to_gl: Implement missing primitive topologies
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Many of these topologies are exclusively available in OpenGL.
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shader/p2r: Implement P2R Pr
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P2R dumps predicate or condition codes state to a register. This is
useful for unit testing.
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vk_image: Add an image object abstraction
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This object's job is to contain an image and manage its transitions.
Since Nvidia hardware doesn't know what a transition is but Vulkan
requires them anyway, we have to state track image subresources
individually.
To avoid the overhead of tracking each subresource in images with many
subresources (think of cubemap arrays with several mipmaps), this commit
tracks when subresources have diverged. As long as this doesn't happen
we can check the state of the first subresource (that will be shared
with all subresources) and update accordingly.
Image transitions are deferred to the scheduler command buffer.
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vk_staging_buffer_pool: Add a staging pool for temporary operations
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The job of this abstraction is to provide staging buffers for temporary
operations. Think of image uploads or buffer uploads to device memory.
It automatically deletes unused buffers.
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gl_rasterizer: Allow rendering without fragment shader
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Rendering without a fragment shader is usually used in depth-only
passes.
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shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
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fixed_pipeline_state: Define structure and loaders
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Marks as noexcept Hash, operator== and operator!= for consistency.
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The intention behind this hasheable structure is to describe the state
of fixed function pipeline state that gets compiled to a single graphics
pipeline state object. This is all dynamic state in OpenGL but Vulkan
wants it in an immutable state, even if hardware can edit it freely.
In this commit the structure is defined in an optimized state (it uses
booleans, has paddings and many data entries that can be packed to
single integers). This is intentional as an initial implementation that
is easier to debug, implement and review. It will be optimized in later
stages, or it might change if Vulkan gets more dynamic states.
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gl_rasterizer: Implement RASTERIZE_ENABLE
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RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it
naturally using this.
NVN games expect rasterize to be enabled by default, reflect that in our
initial GPU state.
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gl_shader_cache: Style changes
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Remove false commentary. Not dividing by 4 the size of shared memory is
not a hack; it describes the number of integers, not bytes.
While we are at it sort the generated code to put preprocessor lines on
the top.
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vk_resource_manager: Catch device losses and other changes
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Notify the programmer when a request to release a fence is invalid
because the fence is already free.
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This allows us to put VKFenceWatch inside a std::vector without storing
it in heap. On move we have to signal the fences where the new protected
resource is, adding some overhead.
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VK_NV_device_diagnostic_checkpoints allows us to push data to a Vulkan
queue and then query it even after a device loss. This allows us to push
the current pipeline object and see what was the call that killed the
device.
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Texture Cache: Add HLE methods for building 3D textures
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This commit adds a series of HLE methods for handling 3D textures in
general. This helps games that generate 3D textures on every frame and
may reduce loading times for certain games.
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vk_shader_decompiler: Misc changes
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When full decompilation was enabled, labels were not being inserted and
instructions were misused. Fix these bugs.
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Avoid changing gl_Position when the NDC used by the game is [0, 1]
(Vulkan's native).
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Some games write from fragment shaders to an unexistant framebuffer
attachment or they don't write to one when it exists in the framebuffer.
Fix this by skipping writes or adding zeroes.
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renderer_vulkan/shader: Add helper GLSL shaders
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These shaders are used to specify code that is not dynamically generated
in the Vulkan backend. Instead of packing it inside the build system,
it's manually built and copied to the C++ file to avoid adding
unnecessary build time dependencies.
quad_array should be dropped in the future since it can be emulated with
a memory pool generated from the CPU.
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vk_shader_decompiler: Use Visit instead of reimplementing it
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ExprCondCode visit implements the generic Visit. Use this instead of
that one.
As an intended side effect this fixes unwritten memory usages in cases
when a negation of a condition code is used.
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shader/memory: Implement LDG.U8 and unaligned U8 loads
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LDG can load single bytes instead of full integers or packs of integers.
These have the advantage of loading bytes that are not aligned to 4
bytes.
To emulate these this commit gets the byte being referenced (by doing
"address & 3" and then using that to extract the byte from the loaded
integer:
result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
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shader/conversion: Implement byte selector in I2F
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I2F's byte selector is used to choose what bytes to convert to float.
e.g. if the input is 0xaabbccdd and the selector is ".B3" it will
convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in
that example the default would convert 0xdd to float.
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shader/texture: Properly shrink unused entries in size mismatches
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When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
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gl_shader_decompiler: Add missing DeclareImages
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shader_bytecode: Fix TLD4S encoding
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vk_scheduler: Delegate commands to a worker thread and state track
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Introduce a worker thread approach for delegating Vulkan work derived
from dxvk's approach. https://github.com/doitsujin/dxvk
Now that the scheduler is what handles all Vulkan work related to
command streaming, store state tracking in itself. This way we can know
when to reupload Vulkan dynamic state to the queue (since this one is
invalidated between command buffers unlike NVN). We can also store the
renderpass state and graphics pipeline bound to avoid redundant binds
and renderpass begins/ends.
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common: SPSCQueue: Notify after incrementing queue size.
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renderer_opengl: Miscellaneous clean ups
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Corrections and fixes to TLD4S & bindless samplers failing
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maxwell_to_vk: Use VK_EXT_index_type_uint8 and misc changes
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A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles;
flushing is still not properly implemented on Vulkan for this particular
format.
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Add an extra argument to query device capabilities in the future. The
intention behind this is to use native quads, quad strips, line loops
and polygons if these are released for Vulkan.
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The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE
and CLAMP_TO_BORDER depending on the filter mode used. It doesn't
exactly behave like this, but it's the closest we can get with what
Vulkan offers without emulating it by injecting shader code.
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gl_device: Enable compute shaders for Intel Mesa drivers
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Previously we naively checked for "Intel" in GL_VENDOR, but this
includes both Intel's proprietary driver and the mesa driver. Re-enable
compute shaders for mesa.
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gl_shader_cache: Add missing new-line on emitted GLSL
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Add missing new-line. This caused shaders using local memory and shared
memory to inject a preprocessor GLSL line after an expression (resulting
in invalid code).
It looked like this:
shared uint smem[8];#define LOCAL_MEMORY_SIZE 16
It should look like this (addressed by this commit):
shared uint smem[8];
\#define LOCAL_MEMORY_SIZE 16
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kernel/svc: Amend function signature of SignalProcessWideKey
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This function doesn't actually return a result code, so we can amend the
signature of it to match.
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Added missing include
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This commit ensures the OGL backend does not execute tesselation shader
stages as they are currently unimplemented.
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shader: Implement MEMBAR.GL
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Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
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* Kernel: Correct behavior of Address Arbiter threads.
This corrects arbitration threads to behave just like in Horizon OS.
They are added into a container and released according to what priority
they had when added. Horizon OS does not reorder them if their priority
changes.
* Kernel: Address Feedback.
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kernel/svc: Provide implementations for svcDumpInfo/svcDumpInfoNew
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These are fairly trivial to implement, we can just do nothing. This also
provides a spot for us to potentially dump out any relevant info in the
future (e.g. for debugging purposes with homebrew, etc).
While we're at it, we can also correct the names of both of these
supervisor calls.
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This commit finishes adding depth mode that was reverted before due to
other unresolved issues.
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Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
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- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
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maxwell_3d: Add tessellation state entries
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vk_swapchain: Add support for swapping sRGB
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We don't know until the game is running if it's using an sRGB color
space or not. Add support for hot-swapping swapchain surface formats.
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Over the course of the changes to the kernel code, a few includes are no
longer necessary, particularly with the change over to std::shared_ptr
from Boost's intrusive_ptr.
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CpuCore: Clear exclusive state after doing a run in dynarmic.
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This commit corrects an error in which a Core could remain with an
exclusive state after running, leaving space for possible race
conditions between changing cores.
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Implement FLO & TXD Instructions on GPU Shaders
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We only have OpenGL as an option for now. Hardcode the entry.
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Texture_Cache: Redo invalid Surfaces handling.
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This commit aims to redo the full setup of invalid textures and
guarantee correct behavior across backends in the case of finding one by
using black dummy textures that match the target of the expected
texture.
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kernel: Implement a more accurate IPC dispatch.
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gl_framebuffer_cache: Optimize framebuffer cache management
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Pack color attachment enumerations into a single u32. To determine the
number of buffers, the highest color attachment with a shared pointer
that doesn't point to null is used.
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Some texture views were being created out of bounds (with more layers or
mipmaps than what the original texture has). This is because of a
miscalculation in mipmap bounding. end_layer and end_mipmap are out of
bounds (e.g. layer 6 in a cubemap), there's no need to add one more
there.
Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
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core/memory: Deglobalize memory management code
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Now that literally every other API function is converted over to the
Memory class, we can just move the file-local page table into the Memory
implementation class, finally getting rid of global state within the
memory code.
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Now that everything else is migrated over, this is essentially just code
relocation and conversion of a global accessor to the class member
variable.
All that remains is to migrate over the page table.
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The Write functions are used slightly less than the Read functions,
which make these a bit nicer to move over.
The only adjustments we really need to make here are to Dynarmic's
exclusive monitor instance. We need to keep a reference to the currently
active memory instance to perform exclusive read/write operations.
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With all of the trivial parts of the memory interface moved over, we can
get right into moving over the bits that are used.
Note that this does require the use of GetInstance from the global
system instance to be used within hle_ipc.cpp and the gdbstub. This is
fine for the time being, as they both already rely on the global system
instance in other functions. These will be removed in a change directed
at both of these respectively.
For now, it's sufficient, as it still accomplishes the goal of
de-globalizing the memory code.
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These currently aren't used anywhere in the codebase, so these are very
trivial to move over to the Memory class.
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This is only used within the accelerated rasterizer in two places, so
this is also a very trivial migration.
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This only had one usage spot, so this is fairly straightforward to
convert over.
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With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
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Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.
Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
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These will eventually be migrated into the main Memory class, but for
now, we put them in an anonymous namespace, so that the other functions
that use them, can be migrated over separately.
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A fairly straightforward migration. These member functions can just be
mostly moved verbatim with minor changes. We already have the necessary
plumbing in places that they're used.
IsKernelVirtualAddress() can remain a non-member function, since it
doesn't rely on class state in any form.
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Migrates all of the direct mapping facilities over to the new memory
class. In the process, this also obsoletes the need for memory_setup.h,
so we can remove it entirely from the project.
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Currently, the main memory management code is one of the remaining
places where we have global state. The next series of changes will aim
to rectify this.
This change simply introduces the main skeleton of the class that will
contain all the necessary state.
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filesys/romfs: Make ProcessFile and ProcessDirectory internally linked
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These inclusions aren't used at all within the public interface, so they
can be removed.
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These functions aren't used outside of this file, so we can place them
within an anonymous namespace.
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* Adds check for disabled cheats to prevent them from being added to the CheatList
* Address feedback
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file_sys/directory: Make EntryType an enum class
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This can trivially be an enum class rather than a regular enum, making
it more strongly typed.
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video_core/gpu_thread: Tidy up SwapBuffers()
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We can just use std::nullopt and std::make_optional to make this a
little bit less noisy.
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Tidies it up a little bit visually.
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Silences a compiler warning.
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gl_device: Deduce indexing bug from device instead of heuristic
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The heuristic to detect AMD's driver was not working properly since it
also included Intel. Instead of using heuristics to detect it, compare
the GL_VENDOR string.
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* core_timing: Use better reference tracking for EventType.
- Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects.
- Removes need for unique names - we won't be using this for save states anyways.
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gl_shader_decompiler: Fix casts from fp32 to fp16
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Casts from f32 to f16 zeroes the higher half of the target register.
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- Fixes shutdown crash and crash in Pokemon SwSh.
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gl_texture_cache: Apply sRGB on blits
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glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this
depending on the target surface pixel format.
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service: Update function tables
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Keeps the function tables up to date.
Updated based off information from Switchbrew.
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gpu_thread: Don't spin wait if there are no GPU commands.
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* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects.
- See https://github.com/citra-emu/citra/pull/4710 for details.
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gl_shader_cache: Miscellaneous changes to shaders
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SSBOs and other resources are limited per pipeline on Intel and AMD.
Heuristically reserve resources per stage having in mind the reported
OpenGL limits.
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glBindTextureUnit doesn't support null textures. Skip binding these.
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Intel's proprietary driver enters in a corrupt state when compute
shaders are executed. For now, disable these.
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The current shared memory size seems to be smaller than what the game
actually uses. This makes Nvidia's driver consistently blow up; in the
case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked
just fine. For now keep this hack since it's still progress over the
previous hardcoded shared memory size.
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Stage and compute shaders were using a different binding counter.
Normalize these.
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Images were not being bound to draw invocations because these would
require a cache invalidation.
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Local memory size in compute shaders was stubbed with an arbitary size.
This commit specializes local memory size from guest GPU parameters.
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Shared memory was being declared with an undefined size. Specialize from
guest GPU parameters the compute shader's shared memory size.
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Drop the usage of ARB_compute_variable_group_size and specialize compute
shaders instead. This permits compute to run on AMD and Intel
proprietary drivers.
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Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.
E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
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Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
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maxwell_3d: Fix stencil_back_func_mask offset
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stencil_back_func_mask and stencil_back_mask were misplaced. This commit
addresses that issue.
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svc: GetSystemTick should return cntpct_el0, not core ticks.
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Port citra-emu/citra#4964: "Unfold UNREACHABLE implementation for dumb compilers"
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We relies on UNREACHABLE's noreturn attribute to eliminate parent's "no return value" warning. However, this was wrapped in a `if(!false)` block, which compilers may not unfold to recognize the noreturn nature.
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buffer_cache: Remove brace initialized for objects with default constructor
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Kernel: Correct behavior of Condition Variables to be more similar to real hardware.
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When the target is 0, all threads must be processed.
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This commit ensures cond var threads act exactly as they do in the real
console. The original implementation uses an RBTree and the behavior of
cond var threads is that at the same priority level they act like a
FIFO.
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gl_shader_gen: Apply default value to gl_Position
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Nvidia has sane default output values for varyings, but the other
vendors don't apply these. To properly emulate this we would have to
analyze the shader header. For the time being, apply the same default
Nvidia applies so we get the same behaviour on non-Nvidia drivers.
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Kernel: Correct Cancel Synchronization.
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This commit corrects the behavior of cancel synchronization when the
thread is running/ready and ensures the next wait is cancelled as it's
suppose to.
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Port citra-emu/citra#4953: "citra_qt/main.ui: remove unused actions "Load Symbol Map..." and "Select Game Directory...""
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..."Select Game Directory..."
Co-authored-by: vvanelslande <vvanelslandedev@gmail.com>
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service/am: Remove unnecessary Skip calls
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We can simplify these by wrapping the necessary members in structs and
then simply reading out the whole struct.
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am: Stub QueryApplicationPlayStatistics
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Maintains implementation parity between QueryApplicationPlayStatistics
and QueryApplicationPlayStatisticsByUid.
These function the same behaviorally underneath the hood, with the only
difference being that one allows specifying a UID.
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While DEPBAR is stubbed it doesn't change anything from our end. Shading
languages handle what this instruction does implicitly. We are not
getting anything out fo this log except noise.
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texture_cache: Use a flat table instead of switch for texture format lookups
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format_lookup_table: Drop bitfields
format_lookup_table: Use std::array for definition table
format_lookup_table: Include <limits> instead of <numeric>
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Use a large flat array to look up texture formats. This allows us to
properly implement formats with different component types. It should
also be faster.
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Abstracted ComponentType was not being used in a meaningful way.
This commit drops its usage.
There is one place where it was being used to test compatibility between
two cached surfaces, but this one is implied in the pixel format.
Removing the component type test doesn't change the behaviour.
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gl_rasterizer: Emulate viewport flipping with ARB_clip_control
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Avoids potential allocations due to the usage of std::string on strings
that we know at compile time. Most of these might fit in SSO, but it
adds complexity that can be easily avoided with string views.
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Emulates negative y viewports with ARB_clip_control. This allows us to
more easily emulated pipelines with tessellation and/or geometry shader
stages. It also avoids corrupting games with transform feedbacks and
negative viewports (gl_Position.y was being modified).
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core: Make most implicit type conversion warnings errors on MSVC
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Since the introduction of this library, numerous improvements have been
made. Notably, many of the warnings we would get by simply including the
library header have now been fixed. This makes it much easier to make
conversion warning an error.
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These are fairly trivial to resolve and most of the changes entail
using RESULT_UNKNOWN over ResultCode(-1).
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We simply need to turn the literal argument to std::accumulate into a
double, rather than an int.
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Uncovered a bug within Thread's SetCoreAndAffinityMask() where an
unsigned variable (ideal_core) was being compared against "< 0", which
would always be a false condition.
We can also get rid of an unused function (GetNextProcessorId) which contained a sign
mismatch warning.
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Resolves a few trivial sign conversion/mismatch errors.
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Will be used to reduce the overall duplication of the same magic value
all over the codebase in following changes.
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The constructor was implicitly using signed->unsigned conversions to
produce 0xFFFFFFFF. We can just specify this explicitly with UINT32_MAX.
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While we're at it, this also resolves a type truncation warning as well,
given the code was truncating from a 64-bit value to a 32-bit one.
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Quite frequently there have been cases where code has been merged into
the core that produces warning. In order to prevent this from occurring,
we can make the compiler flag these cases and allow our CI to flag down
any code that would generate these warnings.
This is beneficial given silent conversions from signed/unsigned can
result in logic bugs. This forces one writing changes to be explicit
about when signedness conversions are desirable, rather than leaving it
up to readers' interpretation.
Currently the codebase isn't in a state where it will build successfully
with this change applied, but this will be addressed in subsequent
follow-up changes. This set of changes will focus on making it build
properly with these changes for MSVC as a starting point for basic
coverage.
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common_funcs: Remove semicolons from INSERT_PADDING_* macros
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Makes code that uses the macros consistent by requiring the lines to be
terminated with a semicolon.
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Implement stub for IApplicationFunctions::QueryApplicationPlayStatisticsByUid
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core: Migrate off deprecated mbedtls functions
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These functions are marked for deprecation and it's recommended that the
*_ret variants be used instead.
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key_manager: Make use of IOFile in WriteKeyToFile()
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This properly handles unicode-based paths on Windows, while opening a
raw stream doesn't out-of-the-box.
Prevents file creation from potentially failing on Windows PCs that make
use of unicode characters in their save paths (e.g. writing to a user's
AppData folder, where the user has a name with non-ASCII characters).
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shader: Implement FSWZADD and reimplement SHFL
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Silence GLSL compilation warnings.
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common/hash: Remove unused HashableStruct
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This is unused, so it can be removed. There's better ways of ensuring
zeroed out padding bits, like using zero-initialization, anyhow.
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xts_archive: Remove redundant std::string constructor
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We can just call the .data() member of path instead of constructing a
completely new string.
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common_funcs: silence sign-conversion warnings in MakeMagic()
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We can trivially resolve these by casting the characters to unsigned
values and then shifting the bits.
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video_core: Treat implicit conversions as errors
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Enable sign conversion warnings but don't treat them as errors.
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yuzu: configure_web: Use Base64 encoded token
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gl_shader_cache: Fix locker constructors
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Properly pass engine when a shader is being constructed from memory.
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GLSLDecompiler: Correct Texture Gather Offset.
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This commit corrects the argument ordering in textureGatherOffset.
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shader/control_flow: Abstract repeated code chunks in BRX tracking
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Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
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Remove copied and pasted for cycles into a common templated function.
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These containers have a default constructor.
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`boost::make_iterator_range` is available when `boost/range/iterator_range.hpp` is included.
Also include `boost/icl/interval_map.hpp` and `boost/icl/interval_set.hpp`.
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shader_ir: Reduce severity of warnings
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These warnings don't offer meaningful information while decoding
shaders. Remove them.
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gl_rasterizer: Upload constant buffers with glNamedBufferSubData
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Global memory is still using the stream buffer when it shouldn't. As a
temporary fix re-enable the stream buffer on compute.
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Nvidia's OpenGL driver maps gl(Named)BufferSubData with some requirements
to a fast. This path has an extra memcpy but updates the buffer without
orphaning or waiting for previous calls. It can be seen as a better
model for "push constants" that can upload a whole UBO instead of 256
bytes.
This path has some requirements established here:
http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf#page=24
Instead of using the stream buffer, this commits moves constant buffers
uploads to calls of glNamedBufferSubData and from my testing it brings a
performance improvement. This is disabled when the vendor is not Nvidia
since it brings performance regressions.
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ci: Populate build repository from Azure environment
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kernel: Improve events
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- This does not actually seem to exist in the real kernel - games reset these automatically.
# Conflicts:
# src/core/hle/service/am/applets/applets.cpp
# src/core/hle/service/filesystem/fsp_srv.cpp
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shader/node: Unpack bindless texture encoding
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Bindless textures were using u64 to pack the buffer and offset from
where they come from. Drop this in favor of separated entries in the
struct.
Remove the usage of std::set in favor of std::list (it's not std::vector
to avoid reference invalidations) for samplers and images.
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hid: Stub SetNpadJoyAssignmentModeSingle and GetNpadHandheldActivationMode
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Fermi2D: limit blit area to only available area
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Normaly OpenGL does not care if the areas exceed the texture regions but
other backends such as Vulkan do care about the limits of this areas.
This PR crops the areas of the blit in order that they don't surpass the
limits of the textures. This should help Vulkan and faulty OpenGL
drivers
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- Zero initialization here is useful for determinism.
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core/am: Stub InitializeApplicationCopyrightFrameBuffer, SetApplicationCopyrightImage and SetApplicationCopyrightVisibility
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These commands require Screenshots to be implemented anyway, so they are safe to stub for now.
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See bunneis comment here https://github.com/citra-emu/citra/pull/4629#discussion_r258533167.
They were supposed to be removed by him, but he missed them.
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Co-Authored-By: Valentin Vanelslande <vvanelslandedev@gmail.com>
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Originally on the last commit I thought TLD4 acted the same as TLD4S and
didn't have a mask. It actually does have a component mask. This commit
corrects that.
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shader_ir: Fix TLD4 and add bindless variant
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This commit fixes an issue where not all 4 results of tld4 were being
written, the color component was defaulted to red, among other things.
It also implements the bindless variant.
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kernel/scheduler: Minor changes
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This is only compared against, so it can be made const.
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Reduces the overall amount of code.
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Adjusts the formatting of a few of the comments an ensures they get
recognized as proper Doxygen comments.
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gl_state: Miscellaneous clean up
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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This requires removing constness from some methods, but for consistency
it's removed in all methods.
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OpenGL has defaults values we can trust. Remove these.
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rasterizer_accelerated: Add intermediary for GPU rasterizers
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Add an intermediary class that implements common functions across GPU
accelerated rasterizers. This avoids code repetition on different
backends.
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savedata_factory: Automatically create certain savedata
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After further hardware investigation, it appears that some games, perhaps those more lazily coded, will not call EnsureSaveData, meaning that they expect the normal (current) save to be automatically made. Additionally, some games do not create a cache or temporary save before use.
In these 3 specific instances, the save is created automatically for the game if it doesn't exist.
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maxwell_3d: Remove unused entries
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video_core: Implement texture format E5B9G9R9_SHAREDEXP.
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This commit implements the E5B9G9R9 Texture format into the general
system and OpenGL backend.
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Kernel: Implement a New Thread Scheduler V2
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In case of redundant yields, the scheduler will now idle the core for
it's timeslice, in order to avoid continuously yielding the same thing
over and over.
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maxwell_3d: Silence implicit conversion warnings
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While we are at it, unify types for dirty reg pointers.
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Implement Fast BRX, fix TXQ and addapt the Shader Cache for it
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shader_ir: Use std::array with std::pair instead of std::unordered_map
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Given the overall size of the maps are very small, we can use arrays of
pairs here instead of always heap allocating a new map every time the
functions are called. Given the small size of the maps, the difference
in container lookups are negligible, especially given the entries are
already sorted.
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Shader_Ir: Fix TLD4S from using a component mask.
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TLD4S always outputs 4 values, the previous code checked a component
mask and omitted those values that weren't part of it. This commit
corrects that and makes sure all 4 values are set.
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shader_bytecode: Make Matcher constexpr capable
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Greatly shrinks the amount of generated code for GetDecodeTable().
Collapses an assembly output of 9000+ lines down to ~3621 with Clang,
and 6513 down to ~2616 with GCC, given it's now allowed to construct all
the entries as a sequence of constant data.
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Silences a few -Wshadow warnings.
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hid/npad: Minor cleanup
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We should be setting the connection state to true, otherwise we aren't
actually making the controllers connected like the function name
indicates.
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While not an issue, it does prevent fallthrough from occurring if
anything is ever added after this case (unlikely to occur, but this
turns a trivial "should not cause issues" into a definite "won't cause
issues).
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Performs the same behavior, but is built into the core language itself.
No functional change.
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The const qualified variant can also be called in non-const contexts, so
we can remove the non-const variant to eliminate a bit of code
duplication.
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Clearly separate these from the variable declarations to make them more
visible.
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shader_ir/memory: Ignore global memory when tracking fails
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Ignore global memory operations instead of invoking undefined behaviour
when constant buffer tracking fails and we are blasting through asserts,
ignore the operation.
In the case of LDG this means filling the destination registers with
zeroes; for STG this means ignore the instruction as a whole.
The default behaviour is still to abort execution on failure.
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gl_shader_decompiler/vk_shader_decompiler: Resolve implicit fallthrough cases
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This would previously result in NeverExecute and UnusedIndex being
treated as regular predicates.
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This would previously result in NeverExecute and UnusedIndex being
treated as regular predicates.
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video_core/shader/ast: Minor changes to ASTPrinter
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These can also trivially be made const member functions, with the
addition of a few consts.
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Given all visiting functions never modify the nodes, we can trivially
make this a const member function.
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This member already has an accessor, so there's no need for it to be
public.
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The returned string is simply a substring of our constexpr tabs
string_view, so we can just use a string_view here as well, since the
original string_view is guaranteed to always exist.
Now the function is fully non-allocating.
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It's never used outside of this class, so we can narrow its scope down.
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This can be confusing, given "ident" is generally used as a shorthand
for "identifier".
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Makes a few strings nicer to read and also eliminates a bit of string
churn with operator+.
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vk_shader_decompiler: Mark operator() function parameters as const references
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These parameters aren't actually modified in any way, so they can be
made const references.
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dmnt_cheat_vm: Correct register Restore and ClearRegs behavior
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Previously these were performing the same behavior as the Save and
ClearSaved opcode types.
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Implement a series of ASTC formats and R4G4B4A4 format
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video_core/macro_interpreter: Make definitions of most private enums/unions hidden
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This allows the implementation of these types to change without
requiring a rebuild of everything that includes the macro interpreter
header.
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service/apm/controller: Minor interface changes
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While a map is an OK way to do lookups (and usually recommended in most
cases), this is a map that lives for the entire duration of the program
and only deallocates its contents when the program terminates.
Given the total size of the map is quite small, we can simply use a
std::array of pairs and utilize std::find_if to perform the same
behavior without loss of performance.
This eliminates a static constructor and places the data into the
read-only segment.
While we're at it, we can also handle malformed inputs instead of
directly dereferencing the resulting iterator.
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This doesn't modify instance state, so it can be made const qualified.
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Amends the initializer lists to be ordered in the same manner that
they're declared within the class.
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Amends the initializer lists to be ordered in the same manner that
they're declared within the class.
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maxwell_3d: Silence truncation warnings
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This can be trivially fixed by making the input size a size_t.
CFGRebuildState's constructor parameter is already a std::size_t, so
this just makes the size type fully conform with it.
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A trivial warning caused by not using size_t as the argument types
instead of u32.
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video_core/texture_cache: Amend Doxygen references
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Amends the doxygen comments so that they properly resolve. While we're
at it, we can correct some typos and fix up some of the comments'
formatting in order to make them slightly nicer to read.
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texture_cache: Avoid unnecessary surface copies within PickStrategy() and TryReconstructSurface()
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We can take these by const reference and avoid making unnecessary
copies, preventing some atomic reference count increments and
decrements.
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General fixes to Async GPU
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Events are supposed to be cleared on quering. This fixes that issue.
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This has been hardware tested and it seems that NVFlinger will still
signal even if there are no buffers to present.
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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.
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video_core/surface: Add missing break in PixelFormatFromTextureFormat()
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Prevents fallthrough into the following case.
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gl_shader_decompiler: Minor cleanup-related changes
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This is only ever used to read, but not write, the resulting string, so
we can enforce this by making it a const member function.
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This allows the function to be completely non-allocating for inputs of
all sizes (i.e. there's no heap cost for an input to convert to a
std::string_view).
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This is only ever used within this function, so we can narrow it's scope
down.
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These member functions don't actually modify the input parameter, so we
can make this explicit with the use of const.
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Avoids an unnecessary atomic reference count increment and decrement.
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This only ever queries if the type exists within the variant, but
doesn't actually do anything with the return value. We can just use
std::holds_alternative for this use case.
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Allows usages of the constructor to avoid an unnecessary copy.
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MetaImage contains a std::vector, so copying here could result in
unnecessary reallocations. Given the operation lives throughout the
entire scope, this is safe to do.
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{bcat, gpu, nvflinger}: Remove trivial usages of the global system accessor
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We can just make use of the reference member variable instead of
accessing the global system instance.
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Removes all uses of the global system accessor within the BCAT
interface.
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Makes it explicit that the header is intended for iterator-based
algorithms that can ideally operate on any type.
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Makes the header more general for other potential algorithms in the
future. While we're at it, include a missing <functional> include to
satisfy the use of std::less.
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Core Timing: Rework Core Timing to run all cores evenly.
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pl_u: Move open source font archives and fix NAND error
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yuzu/configure_input_player: Fix input handling for ZL and ZR from controllers with analog triggers
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file_sys: Add code to access raw gamecard partitions and lazily load them
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Port citra-emu/citra#4930: "Pause when in background"
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Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
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maxwell_3d: Add dirty flags for depth bounds values
|
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This is useful in Vulkan where we want to update depth bounds without
caring if it's enabled or disabled through vkCmdSetDepthBounds.
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|/| | | | | | |
gl_rasterizer: Fix polygon offset units
|
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For some reason hardware divides polygon offset units by two. This is
visible since drivers multiply the application requested polygon offset
by two.
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Services::ES fix casting warnings
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lm: Rewrite logger to use core reporting services
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Allows saving and clearer output of data.
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Allows centralized control over logging mechanisms.
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Takes the vector from head to tail of log data and saves it.
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shader/half_set_predicate: Fix HSETP2 for constant buffers
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HSETP2 when used with a constant buffer parses the second operand type
as F32. This is not configurable.
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Makes use of the already existing DeactivateController function.
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core: Remove Core::CurrentProcess()
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This isn't used anywhere in either the cpp or header file.
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This only encourages the use of the global system instance (which will
be phased out long-term). Instead, we use the direct system function
call directly to remove the appealing but discouraged short-hand.
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Migrates the HLE service code off the use of directly accessing the
global system instance where trivially able to do so.
This removes all usages of Core::CurrentProcess from the service code,
only 8 occurrences of this function exist elsewhere. There's still quite
a bit of "System::GetInstance()" being used, however this was able to
replace a few instances.
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bcat: Silence various warnings
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We need to perform explicit casts here, otherwise we're implicitly
truncating a 64-bit type to a 32-bit one.
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Without this, the std::move within the constructor initializer list
won't be able to actually perform a move.
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| | | | | | | | |
| | | | | | | | | |
Allows us to remove a constructor initializer list.
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Given the string is appended to another, we can make it a view so a
redundant full copy of the string isn't made.
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| | | | | | | | |
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This member function doesn't modify internal member state, so it can be
marked const.
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| |/ / / / / / /
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| | | | | | | |
| | | | | | | | |
On parse errors, we can log out the explanatory string indicating what
the parsing error was, rather than just ignoring the variable and
returning an overly broad error code.
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alignment: Resolve allocator construction issues on debug
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| | | | | | | | | |
This was related to the source allocator being passed into the
constructor potentially having a different type than allocator being
constructed.
We simply need to provide a constructor to handle this case.
This resolves issues related to the allocator causing debug builds on
MSVC to fail.
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| |/ / / / / / /
| | | | | | | |
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| | | | | | | |
| | | | | | | | |
Allows containers and other data structures to consider optimizations
based off of them. We satisfy all of these requirements anyways.
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| | | | | | | | | |
gl_shader_disk_cache: Properly ignore existing cache
|
| |/ / / / / / /
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| | | | | | | | |
Previously old entries where appended to the file even if the shader
cache was ignored at boot. Address that issue.
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|/ / / / / / / |
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Silence miscellaneous warnings
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ci: Add custom titlebars for mainline and patreon
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| | | | | | | | |
These can inhibit the ability of a compiler to perform RVO.
|
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Allows the function to be non-allocating in terms of the output string.
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Same behavior, but without the need to heap allocate
|
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| | | | | | | |
| | | | | | | |
| | | | | | | | |
This is behaviorally equivalent and also fixes a bug where some members
weren't being moved over.
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| | | | | | | |
| | | | | | | |
| | | | | | | | |
Keeps them alphabetically sorted for readability.
|
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| | | | | | | |
| | | | | | | | |
Provides logical symmetry to the interface.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Avoids unnecessary atomic reference count increments and decrements.
|
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| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Provides const equivalents of data accessors for use within const
contexts.
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| |/ / / / / / /
|/| | | | | | | |
Shader_IR: Implement a full control flow decompiler for the shader IR.
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This fixes linux and mingw builds.
|
|\ \ \ \ \ \
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Port citra-emu/citra#4950: "Add FPS to SDL title bar"
|
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| | | | | | |
| | | | | | | |
Also fix a small issue with incorrect shutdown ordering in SDL.
Previously the system would still be running so the telemetry task
didn't launch and detached_tasks would assert(count == 0)
|
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| | | | | | | |
| | | | | | | | |
[crypto] Use IsAllZeroArray helper function
|
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|
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| | | | | | | | | |
Port citra-emu/citra#4004: "qt_themes: add two colorful themes"
|
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| | | | | | | | | |
These two colorful themes are based on the Default and Dark themes, and contain icons that are colored rather than black and white. These icons come from icons8.com and they have been slightly revised by me. I'm pretty sure I was licensed to use them for Citra.
Co-Authored-By: Pengfei Zhu <zhupengfei321@sina.cn>
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| |_|/ / / / / / /
|/| | | | | | | | |
bcat: Implement BCAT service and connect to yuzu Boxcat server
|
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|
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|
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| | | | | | | | |
| | | | | | | | | |
Ports BCAT to use FSC interface
|
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|
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| | | | | | | | | |
Huge thanks to lioncash for re-ing this for me.
|
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|
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|
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Returns the data that should be returned by PopLaunchParameter kind=ApplicationSpecific.
|
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|
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| | | | | | | | |
| | | | | | | | | |
Previously we were simply returning the account-preselect structure all times but if passed with a different mode the game expects application-specific data. This also adds a hook for BCAT into this allowing us to send the launch parameter through bcat,
|
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|
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| | | | | | | | |
| | | | | | | | | |
Also displays current events if boxcat is selected.
|
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| | | | | | | | |
| | | | | | | | | |
Takes a title ID and simply deletes all the data for that title ID's bcat. Invokes the respective backend command.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Takes a title ID and passphrase (0x40 byte string) and passes it to the backend.
|
| | | | | | | | |
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| | | | | | | | |
| | | | | | | | | |
Variant also supports only updating a single directory. These just both invoke backend commands.
|
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| | | | | | | | | |
Used to query completion status and events for the current delivery task.
|
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| | | | | | | | |
| | | | | | | | | |
Used to read the contents of files and access their metadata.
|
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| | | | | | | | |
| | | | | | | | | |
Used to list and get directories at the root level.
|
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| | | | | | | | | |
Used to create subclasses to manage files and directories and to list directories.
|
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| | | | | | | | | |
Used to access contents of download.
|
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|
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| | | | | | | | |
| | | | | | | | | |
Downloads content from yuzu servers and unpacks it into the temporary directory provided. Fully supports all Backend features except passphrase.
|
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| | | | | | | | | |
Provides the most abstract simplified functions of BCAT as functions. Also includes a NullBackend class which is just a no-op.
|
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| | | | | | | | | |
Allows other services to call applets without using LLE.
|
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|
| | |_|_|_|/ / /
| |/| | | | | | |
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|\ \ \ \ \ \ \ \
| |/ / / / / / /
|/| | | | | | | |
Signal styleset changes at a better time
|
| | |_|_|_|/ /
| |/| | | | |
| | | | | | |
| | | | | | | |
We should signal when a net controller is added and our event should be manual, not automatic.
|
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|
|\ \ \ \ \ \ \
| |_|_|_|_|/ /
|/| | | | | | |
arm_dynarmic: Check if jit is nullptr when preparing reschedule
|
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| | | | | | |
| | | | | | |
| | | | | | | |
Prevents crash with multiprocess loading.
|
| | | | | | | |
|
| |/ / / / /
|/| | | | | |
|
|\ \ \ \ \ \
| |_|_|_|_|/
|/| | | | | |
shader/image: Implement SULD and fix SUATOM
|
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| | | | | |
| | | | | |
| | | | | |
| | | | | | |
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as
these require a distinction between U32 and S32. These have to be
implemented with imageCompSwap loop.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
* Implement SULD as float.
* Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
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|/| | | | |
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|\ \ \ \ \
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am: Implement exit locking and self exit commands
|
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Closes the current application.
|
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| | | | | | |
Tested against libnx, signals to games to begin cleanup.
|
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| | | | | | |
Used to determine if yuzu should confirm before pausing or stopping a game.
|
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| | | | | | | |
Add missing include
|
| | |_|_|/ /
| |/| | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
AcquireNpadStyleSetUpdateEventHandle should have a separate event for each controller type
|
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| |/ / / / / |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Added frame_count for REV5 audio renderer
|
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|
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| | | | | | |
| | | | | | | |
Added framecount
|
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| | | | | | | | |
service/acc: Lower log severity from INFO to DEBUG
|
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| | | | | | | |
| | | | | | | |
| | | | | | | | |
According to ogniK, this should have always been Debug and not Info.
|
|\ \ \ \ \ \ \ \
| |_|_|/ / / / /
|/| | | | | | | |
Initial implementation of Ioctl2 & Ioctl3
|
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| | |/ / / / /
| |/| | | | |
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| | | | | | | |
Purpose of Ioctl2 and Ioctl3 is to prevent the passing of raw pointers through ioctls
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
Remove usage of System::CurrentInterface() from most services
|
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|
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|\ \ \ \ \ \ \ \
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Implement a MME Draw commands Inliner and correct host instance drawing
|
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video_core: Implement RGBX16F and lower Surface Copy log severity
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gl_rasterizer: Remove unused code paths from ConfigureFramebuffers
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This reverts commit fa1c60c33ef88c6cd0b72da46842dc9098db712d, reversing
changes made to e34899067b60a69bca02761bd1290c6824bb559a.
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cheat_engine: Use Atmosphere's Cheat VM and fix cheat crash
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This used to occur due to the VMManager being nullptr at the time cheats were registered (during load, but before it was done). This is bypassed by not accessing the VMManager for offset data until load is complete,
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As opposed to converting to string and then back to hex array
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This is to go with the Atmosphere VM port, now it just contains the callbacks needed for the interface between DmntCheatVm and yuzu, along with the cheat parsers.
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This was done because the current VM contained many inaccuracies and this also allows cheats to have identical behavior between hardware and yuzu.
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This is better than just using something like Common.Filesystem or Common.Memory
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system_archive: Move shared font data to system_archive and fix extended font data
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prepo: Implement New, System, and Non-User variants of SaveReport
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core: Implement FileSystemController to deglobalize FS services
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Used by fsp-srv/IDeviceOperator
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Includes version and meta title ID, used by fsp-srv/IDeviceOperator
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Creates a default save data for the application given a user ID.
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Prevents a crash if the filename is less than 9 characters long.
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Matches hardware behavior and eliminates some nasty behavior we were doing that wasn't hw-accurate at all.
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If title ID is 0, there are no add ons, prevents wasting time looking for them.
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Prevents a crash if the load dir would be nullptr, instead logs an error and returns appropriately.
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Needed to use the RegisteredCache/PlaceholderCache on gamecards.
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Fixes a bug where homebrew that has a title ID with the update bit set can cause issues with the PatchManager
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Log the current title id and game name which is booting
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Spit out a LOG_INFO of the current game name and it's title id in the log. This helps to read log files and figure out which games have which issues
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shader_ir: Implement ICMP
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Port citra-emu/citra#4944: "Added Host CPU and OS to log"
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Port citra-emu/citra#4882: "Add frametime logging for tracking performance over time"
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Co-Authored-By: jroweboy <jroweboy@gmail.com>
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Core/Memory: Only FlushAndInvalidate GPU if the page is marked as RasterizerCachedMemory
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This commit avoids Invalidating and Flushing the GPU if the page is not
marked as a RasterizerCache Page.
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nsp: Fix various errors with loading and processing of extracted NSPs
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Avoids all extracted NSPs being marked as error file type because they don't have program NCAs.
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Avoids 0 being used as title ID for all extracted NSPs.
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configure_input: Uncheck "Joycons Docked" when "Use Docked Mode" is checked
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maxwell_to_gl: Fix mipmap filtering
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OpenGL texture filters follow GL_<texture_filter>_MIPMAP_<mipmap_filter>
but we were using them in the opposite way.
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Mark KickOffPb & SubmitGPFIFO as trace
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These functions are not stubbed and are called fairly often. Due to the nature of how often they're called, we should keep them marked as LOG_TRACE instead of LOG_DEBUG or LOG_WARNING
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There's no reason to clog logs with DrawArray.
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gl_shader_decompiler: Avoid writing output attribute when unimplemented
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shader_ir/warp: Implement SHFL for Nvidia devices
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shader_ir: Implement shared memory
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Loads from shared memory.
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This instruction writes to a memory buffer shared with threads within
the same work group. It is known as "shared" memory in GLSL.
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renderer_opengl: Fix sRGB blits
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Removes the sRGB hack of tracking if a frame used an sRGB rendertarget
to apply at least once to blit the final texture as sRGB. Instead of
doing this apply sRGB if the presented image has sRGB.
Also enable sRGB by default on Maxwell3D registers as some games seem to
assume this.
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Revert "Revert #2466" and stub FirmwareCall 4
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video_core/surface: Add function to detect sRGB surfaces
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This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB
surfaces when a backend can target both native and converted ASTC.
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vk_device: Add miscellaneous features and minor style changes
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* Increase minimum Vulkan requirements
* Require VK_EXT_vertex_attribute_divisor
* Require depthClamp, samplerAnisotropy and largePoints features
* Search and expose VK_KHR_uniform_buffer_standard_layout
* Search and expose VK_EXT_index_type_uint8
* Search and expose native float16 arithmetics
* Track current driver with VK_KHR_driver_properties
* Query and expose SSBO alignment
* Query more image formats
* Improve logging overall
* Minor style changes
* Minor rephrasing of commentaries
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acc: Implement IProfileEditor interface and 'Store'/'StoreWithImage' commands
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Takes a UUID of a user and provides and interface that allows RW access to user data/settings.
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Verified with IDA
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Needed by IProfileEditor 'Store' and 'StoreWithImage'
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Since 2/3 of the commands are shared, this is likely how its done on HW.
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shader/shift: Implement SHR wrapped and clamped variants
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Nvidia defaults to wrapped shifts, but this is undefined behaviour on
OpenGL's spec. Explicitly mask/clamp according to what the guest shader
requires.
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maxwell_3d: Avoid moving macro_params
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gl_rasterizer: Bind images and samplers to compute
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nro/ui: Show "Developer" field in Properties
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With this, the "Developer" field in the Properties for homebrew is now populated.
Signed-off-by: Nick Renieris <velocityra@gmail.com>
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service/am: Remove usages of global system accessors
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Avoids the use of global accessors, removing the reliance on global
state. This also makes dependencies explicit in the interface, as
opposed to being hidden
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kernel/vm_manager: Minor cleanup
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Corrects the parameter names within the doxygen comments so that they
resolve properly.
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Narrows the scope of variables down to where they're only necessary.
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If an unmapping operation fails, we shouldn't be decrementing the amount
of memory mapped and returning that the operation was successful. We
should actually be returning the error code in this case.
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Avoids potentially expensive (depending on the size of the memory block)
allocations by reserving the necessary memory before performing both
insertions. This avoids scenarios where the second insert may cause a
reallocation to occur.
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Avoids an unnecessary atomic reference count increment and decrement.
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Avoids needing to read the same long sequence of code in both code
paths. Also makes it slightly nicer to read and debug, as the locals
will be able to be shown in the debugger.
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Same behavior, one less magic constant to read.
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Assertions already log out the function name, so there's no need to
manually include the function name in the assertion strings.
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gl_shader_cache: Remove special casing for geometry shaders
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Now that ProgramVariants holds the primitive topology we no longer need
to keep track of individual geometry shaders topologies.
|
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gl_rasterizer: Fix stencil testing
|
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* Fix stencil dirty flags tracking when stencil is disabled
* Attach stencil on clears (previously it only attached depth)
* Attach stencil on drawing regardless of stencil testing being enabled
|
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Port citra-emu/citra#4877: "citra_qt: on osx chdir to bundle dir to allow detection of user folder"
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Fix compile error on Windows caused by #4877
Weird, I thought I saw this guard during the code review...
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half_set_predicate: Fix HSETP2 predicate assignments
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es: Implement various ticket accessor commands from IEticketService
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Copies the raw personal ticket data into the buffer provided.
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Copies the raw common ticket data for the specified rights ID into the buffer provided.
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Returns the size of the buffer needed to hold the personal ticket associated with the rights ID.
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Returns the size of the buffer needed to hold the common ticket associated with the rights ID.
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Returns an application-specific number of entries of personal tickets, starting at offset 0.
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Returns an application specified count of entries of common tickets, starting at offset 0.
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Returns the number of personalized (console/user-unique) tickets in the KeyManager.
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Returns the number of common (non-console-unique) tickets in the KeyManager.
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Takes a rights ID as input and returns the associated title key, if it exists.
|
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Takes a ticket and certificate and installs it to the KeyManager.
|
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Port citra-emu/citra#4866: "configure_dialog: reverse tab map to avoid logic based on user-facing/translatable text"
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Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
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| | | | | | | | | | |
system_archive: Add open-source reimplementation of MiiModel data
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The speed limiter being a frame limiter is an implmentation detail and can be changed in the future. What user care about is that it limit the emulation speed in genenral (not just graphics but also audio+input)
Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
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Port citra-emu/citra#4911: "Add cancel option to analog stick configuration"
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| | |_|_|_|_|/ / /
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Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
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| | | | | | | | | |
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audren_u: Stub IAudioDevice::QueryAudioDeviceInputEvent
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hid: Implement PermitVibration and IsVibrationPermitted
|
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| | | | | | | | | |
| | | | | | | | | | |
Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
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externals: update fmt to 6.0.0
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gl_shader_decompiler: Rework GLSL decompiler type system
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GLSL decompiler type system was broken. We converted all return values
to float except for some cases where returning we couldn't and
implicitly broke the rule of returning floats (e.g. for bools or bool
pairs).
Instead of doing this introduce class Expression that knows what type a
return value has and when a consumer wants to use the string it asks for
it with a required type, emitting a runtime error if types are
incompatible.
This has the disadvantage that there's more C++ code, but we can emit
better GLSL code that's easier to read.
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* AM: Implement IApplicationFunctions::GetGpuErrorDetectedSystemEvent
* Remove unneeded event clear
* Fix event name
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service/audio/audren_u: Stub IAudioDevice::GetAudioDeviceOutputVolume
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We can remove this since its already a f32 value
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Volume is a f32 value. (SwIPC describes it as a u32, but it is actually f32 as corroborated by switchbrew docs and SetAudioDeviceOutputVolume)
```cpp
const f32 volume = rp.Pop<f32>();
```
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Ported from https://github.com/citra-emu/citra/pull/3617.
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mii: Handle logging of unknown database source
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renderer_opengl: Implement RGB565 framebuffer format
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shader_ir/conversion: Implement F2I and F2F F16 selector
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float_set_predicate: Add missing negation bit for the second operand
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maxwell_3d: Fix macro binding cursor
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Port citra-emu/citra#4914: "Fix to Windows sleep issues"
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Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
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I missed this in my original PR (https://github.com/yuzu-emu/yuzu/pull/1886).
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MaxwellDMA: Fixes, corrections and relaxations.
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This commit fixes offsets on Linear -> Tiled copies, corrects z pos
fortiled->linear copies, corrects bytes_per_pixel calculation in tiled
-> linear copies and relaxes some limitations set by latest dma fixes
refactors.
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* texture_cache/surface_params: Remove unused local variable
* rasterizer_interface: Add missing documentation commentary
* maxwell_dma: Remove unused rasterizer reference
* video_core/gpu: Sort member declaration order to silent -Wreorder warning
* fermi_2d: Remove unused MemoryManager reference
* video_core: Silent unused variable warnings
* buffer_cache: Silent -Wreorder warnings
* kepler_memory: Remove unused MemoryManager reference
* gl_texture_cache: Add missing override
* buffer_cache: Add missing include
* shader/decode: Remove unused variables
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RasterizerInterface was considered an incomplete object by clang.
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gl_texture_cache: Miscellaneous texture buffer fixes
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The online OpenGL documentation is wrong. The type definition is
imageBuffer.
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Implement a New LLE Buffer Cache
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shader/decode: Implement S2R Tic
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Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics
Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.
To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:
* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true
ballotARB, also known as "uint64_t(activeThreadsNV())", emits
VOTE.ANY Rd, PT, PT;
on nouveau's compiler. This doesn't match exactly to Nvidia's code
VOTE.ALL Rd, PT, PT;
Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
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VM_Manager: Align allocated host physical memory to 256bytes
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This commit ensures that all backing memory allocated for the Guest CPU
is aligned to 256 bytes. This due to how gpu memory works and the heavy
constraints it has in the alignment of physical memory.
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GPU: Flush commands on every dma pusher step.
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This commit ensures that the host gpu is constantly fed with commands to
work with, while the guest gpu keeps producing the rest of the commands.
This reduces syncing time between host and guest gpu.
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half_set_predicate: Fix HSETP2_C constant buffer offset
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Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
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This commit takes care of implementing the F16 Variants of the
conversion instructions and makes sure conversions are done.
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yuzu-tester/yuzu: Remove unused variable
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Prevents an invalid formatting exception from being thrown.
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Gets rid of a compilation warning.
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service/audren_u: Unstub ListAudioDeviceName
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Audio devices use the supplied revision information in order to
determine if USB audio output is able to be supported. In this case, we
can only really handle using this revision information in
ListAudioDeviceName(), where it checks if USB audio output is supported
before supplying it as a device name.
A few other scenarios exist where the revision info is checked, such as:
- Early exiting from SetAudioDeviceOutputVolume if USB audio is
attempted to be set when that device is unsupported.
- Early exiting and returning 0.0f in GetAudioDeviceOutputVolume when
USB output volume is queried and it's an unsupported device.
- Falling back to AHUB headphones in GetActiveAudioDeviceName when the
device type is USB output, but is unsupported based off the revision
info.
In order for these changes to also be implemented, a few other changes
to the interface need to be made.
Given we now properly handle everything about ListAudioDeviceName(), we
no longer need to describe it as a stubbed function.
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The revision querying facilities are used by more than just audren. e.g.
audio devices can use this to test whether or not USB audio output is
supported.
This will be used within the following change.
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Trims out the lingering reliance on global state out of the audio code.
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This service function only ever returns a result and nothing more.
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AudioDevice and AudioInterface aren't valid device names on the Switch.
We should also be returning consistent names in
GetActiveAudioDeviceName().
While we're at it, we can also handle proper name output in
ListAudioDeviceName, by returning all the available devices on the
Switch.
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shader_ir: Implement NOP
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decode/half_set_predicate: Fix predicates
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Port citra-emu/citra#4849: "Qt: Fixed behaviour of buttons by connecting functors to correct signals"
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Following screens got fixes:
- Configure/Debug
- Configure/Input
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yuzu/CMakeLists: Remove qt5_wrap_ui macro usage
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We can simply enable CMAKE_AUTOUIC and let CMake take care of handling
the UI code generation for targets.
As part of letting CMake automatically handle the header file parsing,
we must not name includes with "ui_*" unless they're related to the
output of the Qt UIC compiler. Because of this, we need to rename
ui_settings, given it would conflict with this restriction.
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Implement GPU Synchronization Mechanisms & Correct NVFlinger
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Async GPU: Always invalidate synced.
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video_core/control_flow: Minor changes/warning cleanup
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Provides operational symmetry for the respective structures.
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The return value is a u32, not an s32, so this would result in an
implicit signedness conversion.
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This is the default behavior of the copy constructor, so it doesn't need
to be specified.
While we're at it we can make the other non-default constructor
explicit.
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Results in less work being done where avoidable.
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Same thing, but potentially allows a standard library implementation to
pick a more efficient codepath.
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It's what it's there for.
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Ensures that the constructor members are always initialized in the order
that they're declared in.
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Prevents a truncation warning from occurring with MSVC. Also the
internal data structures already treat it as a size_t, so this is just a
discrepancy in the interface.
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Previously, quite a few functions were being linked with external
linkage.
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Makes it explicit that the conversions here are intentional.
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Shader_Ir: Correct tracking to track from right to left
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yuzu/main: Make error messages within OnCoreError more localization-friendly
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Previously, a translated string was being appended onto another string
in a manner that doesn't allow the translator to control where the
appended text is placed. This can be a nuisance for languages where
grammar and text ordering differs from English.
We now append the strings via the format strings themselves, which
allows translators to reorder where the text will be placed.
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Downgrade and suppress a series of GPU asserts and debug messages.
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This adds some missing puller methods. We don't assert them as these are
nop operations for us.
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This log was just to know which games used DMA. It's no longer
important.
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Textures can have different components types in different orders. This
assert was completely inprecise and the effectiveness of such is better
handled by case and within the texture cache.
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This commit reduces the sevirity of asserts for FP precision and
rounding as this are well known and have little to no consequences in
gpu's accuracy.
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maxwell3d: Implement Conditional Rendering
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Conditional Rendering takes care of conditionaly clearing or drawing
depending on a set of queries. This PR implements the query checks to
stablish if things can be rendered or not.
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gl_rasterizer: Implement compute shaders
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Rework Dirty Flags in GPU Pipeline, Optimize CBData and Redo Clearing mechanism
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kernel/process: Allocate the process' TLS region during initialization
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Prior to execution within a process beginning, the process establishes
its own TLS region for uses (as far as I can tell) related to exception
handling.
Now that TLS creation was decoupled from threads themselves, we can add
this behavior to our Process class. This is also good, as it allows us
to remove a stub within svcGetInfo, namely querying the address of that
region.
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Keeps this particular set of behavior isolated to its own function.
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shader-ir: Minor cleanup-related changes
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These are std::shared_ptr instances underneath the hood, which means
copying them isn't as cheap as a regular pointer. Particularly so on
weakly-ordered systems.
This avoids atomic reference count increments and decrements where they
aren't necessary for the core set of operations.
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This is more accurate in terms of describing what the functions are
actually doing. Temporal relates to time, not the setting of a temporary
itself.
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Removes unnecessary header dependencies.
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This messages were originally set as warnning since few games used these
svcs and it was needed for debugging. This is no longer the case.
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shader/decode/other: Correct branch indirect argument within BRA handling
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This appears to have been a copy/paste error introduced within
8a6fc529a968e007f01464abadd32f9b5eb0a26c
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core: Remove CurrentArmInterface() global accessor
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Replaces the final usage of the global accessor function and removes it.
Removes one more enabler of global state.
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shader/track: Track indirect buffers
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While changing this code, simplify tracking code to allow returning
the base address node, this way callers don't have to manually rebuild
it on each invocation.
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gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
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This commit implements gl_ViewportIndex and gl_Layer in vertex and
geometry shaders. In the case it's used in a vertex shader, it requires
ARB_shader_viewport_layer_array. This extension is available on AMD and
Nvidia devices (mesa and proprietary drivers), but not available on
Intel on any platform. At the moment of writing this description I don't
know if this is a hardware limitation or a driver limitation.
In the case that ARB_shader_viewport_layer_array is not available,
writes to these registers on a vertex shader are ignored, with the
appropriate logging.
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GPU: Fixes to Texture Cache and Include Microprofiles for GL State/BufferCopy/Macro Interpreter
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buffer_cache: Implement a generic buffer cache and its OpenGL backend
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Implements a templated class with a similar approach to our current
generic texture cache. It is designed to be compatible with Vulkan and
OpenGL,
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Implement MapPhysicalMemory/UnmapPhysicalMemory
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This sets the DeviceMapped attribute for GPU-mapped memory blocks,
and prevents merging device mapped blocks. This prevents memory
mapped from the gpu from having its backing address changed by
block coalesce.
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This implements svcMapPhysicalMemory/svcUnmapPhysicalMemory for Yuzu,
which can be used to map memory at a desired address by games since
3.0.0.
It also properly parses SystemResourceSize from NPDM, and makes
information available via svcGetInfo.
This is needed for games like Super Smash Bros. and Diablo 3 -- this
PR's implementation does not run into the "ASCII reads" issue mentioned
in the comments of #2626, which was caused by the following bugs in
Yuzu's memory management that this PR also addresses:
* Yuzu's memory coalescing does not properly merge blocks. This results
in a polluted address space/svcQueryMemory results that would be
impossible to replicate on hardware, which can lead to game code making
the wrong assumptions about memory layout.
* This implements better merging for AllocatedMemoryBlocks.
* Yuzu's implementation of svcMirrorMemory unprotected the entire
virtual memory range containing the range being mirrored. This could
lead to games attempting to map data at that unprotected
range/attempting to access that range after yuzu improperly unmapped
it.
* This PR fixes it by simply calling ReprotectRange instead of
Reprotect.
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shader/texture: Add F16 support for TLDS
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Creating multiple "AudioRenderer" threads cause the previous thread to be overwritten. The thread will name be renamed to AudioRenderer-InstanceX, where X is the current instance number.
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Implement a New Shader Scanner, Decompile Flow Stack and implement BRX BRA.CC
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Also shows Nvidia's address space on comments.
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Restore memory perms on svcUnmapMemory/UnloadNro
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Prior to PR, Yuzu did not restore memory to RW-
on unmap of mirrored memory or unloading of NRO.
(In fact, in the NRO case, the memory was unmapped
instead of reprotected to --- on Load, so it was
actually lost entirely...)
This PR addresses that, and restores memory to RW-
as it should.
This fixes a crash in Super Smash Bros when creating
a World of Light save for the first time, and possibly
other games/circumstances.
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core/arm: Remove obsolete Unicorn memory mapping
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The JIT is mature enough that this setting can be removed, falling back
to Unicorn only on unsupported architectures. Any missing features from
Unicorn (of which there are extremely few), are mostly
developer-oriented, which most users don't care about.
Features should be coordinated with the JIT, not the interpreter,
anyhow.
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This was initially necessary when AArch64 JIT emulation was in its
infancy and all memory-related instructions weren't implemented.
Given the JIT now has all of these facilities implemented, we can remove
these functions from the CPU interface.
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This simply queries whether or not auto-sleep facilities are disabled
and has no special handling. It's a basic getter function.
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Provides a basic implementation of SetAutoSleepDisabled. Until idle
handling is implemented, this is about the best we can do.
In the meantime, provide a rough documenting of specifics that occur
when this function is called on actual hardware.
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gl_rasterizer: Amend documentation comment for ConfigureFramebuffers()
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must_reconfigure isn't a parameter for this function any more, so it can
be replaced with current_state.
While we're at it, we can make the parameters of the declaration match
the same name as the ones in the definition.
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vk_scheduler: Drop execution context in favor of views
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Instead of passing by copy an execution context through out the whole
Vulkan call hierarchy, use a command buffer view and fence view
approach.
This internally dereferences the command buffer or fence forcing the
user to be unable to use an outdated version of it on normal usage.
It is still possible to keep store an outdated if it is casted to
VKFence& or vk::CommandBuffer.
While changing this file, add an extra parameter for Flush and Finish to
allow releasing the fence from this calls.
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IFriendService::GetFriendList
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We don't have any friends implemented in Yuzu yet so it doesn't make sense to return any friends. For now we'll be returning 0 friends however the information provided will allow a proper implementation of this cmd when needed.
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pm: Implement various pm commands for finding process and title IDs
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Returns the process ID of the current application or 0 if no app is running.
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Takes a title ID and searches for a matching process, returning error if it doesn't exist, otherwise the process ID.
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Searches the process list for a process with the specified ID, returning the title ID if it exists.
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mii: Implement IDatabaseService SetInterfaceVersion
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Appears to set a member variable used to affect the API that games access, and the method used to store data.
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video_core: Add missing override specifiers
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These are no longer used within this header, so they can be removed.
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audren: Only manage wave buffers with a size
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We shouldn't be incrementing if wave buffers are empty. They are considered invalid/unused wave buffers.
This fixes the issue of certain sounds looping when they shouldn't
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hid:StartLrAssignmentMode, hid:StopLrAssignmentMode, hid:SwapNpadAssignment
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StartLrAssignmentMode and StopLrAssignmentMode don't require any implementation as it's just used for showing the screen of changing the controller orientation if the user wishes to do so. Ever since #1634 this has not been needed as users can specify the controller orientation from the config and swap at any time. We store a private member just in case this gets used for anything extra in the future
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apm: Initial implementation of performance config and boost mode
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8.0.0+ identical version of apm
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fsp-srv: Implement Access Logging Functionality
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Returns some misc. data about logging to help the game determine if it should log.
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Allows games to log data to the SD.
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core/reporter: Minor changes
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Taking the json instance as a constant reference, makes all moves into
the parameter non-functional, resulting in copies. Taking it by value
allows moves to function.
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Adds missing inclusions to prevent potential compilation issues.
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The Reporter class is part of the Core namespace, so the System class
doesn't need to be qualified.
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This can inhibit copy-elision, so we can remove this redundant move.
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Makes all control statements braced, regardless of their size, making
code more uniform.
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If the path couldn't be created, then we shouldn't be attempting to save
the file.
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kernel/vm_manager: Handle stack/TLS IO region placement a little better
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These aren't used within the central memory management code, so they can
be removed.
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This isn't used by anything in the header file, so it can be removed.
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Provides a more accurate name for the memory region and also
disambiguates between the map and new map regions of memory, making it
easier to understand.
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Handles the placement of the stack a little nicer compared to the
previous code, which was off in a few ways. e.g.
The stack (new map) region, shouldn't be the width of the entire address
space if the size of the region calculation ends up being zero. It
should be placed at the same location as the TLS IO region and also have
the same size.
In the event the TLS IO region contains a size of zero, we should also
be doing the same thing. This fixes our memory layout a little bit and
also resolves some cases where assertions can trigger due to the memory
layout being incorrect.
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Implement a new Texture Cache
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This makes conflicts between non compress and compress textures to be
auto recycled. It also limits the amount of mipmaps a texture can have
if it goes above it's limit.
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Testing so far has proven this to be quite safe as texture memory read
added a 2-5ms load to the current cache.
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This also does some fixes on compressed textures reinterpret and on the
Fermi2D engine in general.
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Also corrects some asserts.
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This fixes clouds in SMO Cap Kingdom and lens on Cloud Kingdom.
Also moved accurate_gpu setting check to Pick Strategy
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Fixed ASTC mipmaps loading
Fixed alignment on openGL upload/download
Fixed Block Height Calculation
Removed unalign_height
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Instead of using Common::AlignUp, use Common::AlignBits to align the
texture compression factor.
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Instead of storing all block width, height and depths in their shifted
form:
block_width = 1U << block_shift;
Store them like they are provided by the emulated hardware (their
block_shift form). This way we can avoid doing the costly
Common::AlignUp operation to align texture sizes and drop CPU integer
divisions with bitwise logic (defined in Common::AlignBits).
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Due to our current infrastructure, it is possible for a mipmap to be set
on as a render target before a texception of that mipmap's superset be
set afterwards. This is problematic as we rely on texture views to set
up texceptions and protecting render targets targets for 3D texture
rendering.
One simple solution is to configure framebuffers after texture setup but
this brings other problems. This solution, forces a reconfiguration of
the framebuffers after such event happens.
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This also reverses the changes to make invalidation and flushing through
the GPU address.
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The texture will now be reconstructed if the width only matches on GoB
alignment.
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This is done to simplify the OpenGL implementation, it is needed for
Vulkan.
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yuzu: Move CPU Jit setting to Debug tab
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A normal user shouldn't change this, as it will slow down the emulation and can lead to bugs or crashes. The renaming is done in order to prevent users from leaving this on without a way to turn it off from the UI.
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kernel/process: Decouple TLS handling from threads
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Ensures a Process instance is always created with a deterministic
initial state.
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Extracts out all of the thread local storage management from thread
instances themselves and makes the owning process handle the management
of the memory. This brings the memory management slightly more in line
with how the kernel handles these allocations.
Furthermore, this also makes the TLS page management a little more
readable compared to the lingering implementation that was carried over
from Citra.
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This will be necessary for making our TLS slot management slightly more
straightforward. This can also be utilized for other purposes in the
future.
We can implement the existing simpler overload in terms of this one
anyways, we just pass the beginning and end of the ASLR region as the
boundaries.
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gl_shader_cache: Make CachedShader constructor private
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Fixes missing review comments introduced.
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IAudioDevice::QueryAudioDeviceOutputEvent
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The event should only be signaled when an output audio device gets changed. Example, Speaker to USB headset. We don't identify different devices internally yet so there's no need to signal the event yet.
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set: Implement GetQuestFlag with config option
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Simply returns a true/false value indicating if the system is a kiosk system. This has been mapped to a config option for the purposes of yuzu.
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Implemented InitializeApplicationInfo & InitializeApplicationInfoRestricted
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InitializeApplicationInfoRestricted will need further implementation as it's checking for other user requirements about the game. As we're emulating, we're assuming the user owns the game so we skip these checks currently, implementation will need to be added further on
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Implement Time::GetSharedMemoryNativeHandle
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This PR attempts to implement the shared memory provided by GetSharedMemoryNativeHandle. There is still more work to be done however that requires a rehaul of the current time module to handle clock contexts. This PR is mainly to get the basic functionality of the SharedMemory working and allow the use of addition to it whilst things get improved on.
Things to note:
Memory Barriers are used in the SharedMemory and a better solution would need to be done to implement this. Currently in this PR I’m faking the memory barriers as everything is sync and single threaded. They work by incrementing the counter and just populate the two data slots. On data reading, it will read the last added data.
Specific values in the shared memory would need to be updated periodically. This isn't included in this PR since we don't actively do this yet. In a later PR when time is refactored this should be done.
Finally, as we don't handle clock contexts. When time is refactored, we will need to update the shared memory for specific contexts. This PR does this already however since the contexts are all identical and not separated. We're just updating the same values for each context which in this case is empty.
Tiime:SetStandardUserSystemClockAutomaticCorrectionEnabled, Time:IsStandardUserSystemClockAutomaticCorrectionEnabled are also partially implemented in this PR. The reason the implementation is partial is because once again, a lack of clock contexts. This will be improved on in a future PR.
This PR closes issue #2556
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gl_shader_cache: Use static constructors for CachedShader initialization
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Implemented INotificationService
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Seems to be an issue with clang format
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rasterizer_cache: Protect inherited caches from submission level
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This can happen when installing NSPs too, not just XCIs.
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DeltaFragments are not useful to us and are often not included in patch NSPs.
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DeltaFragments are only used to download and apply partial patches on a real console, and are not useful to us at all. Most patch NSPs do not include them, and when they do, it's a waste of space to install them.
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Avoids potential confusion, since patches and DeltaFragments are not the same thing. Actual full patches are listed under the Program type.
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Core_Timing: Make core_timing threadsafe by default.
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The old implementation had faulty Threadsafe methods where events could
be missing. This implementation unifies unsafe/safe methods and makes
core timing thread safe overall.
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memory: Add class to manage and enforce memory freezing
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applets: Implement backend and default frontend for Parental Controls and EShop (ShopN) applets
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Avoids using system accessor to get current process in applet code.
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Prevents crashes with ShopN applet occasionally.
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If it is needed but wasn't passed (or passed nullptr), the Shop handling code will alert and throw an error.
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Allows easy handling of multiple shim types, as they have enough in common to be the same backend but not enough to share init/exec.
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Much, much more HW-accurate and allows us to easily support all of the different web 'shim' types.
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This is more representative of what actually occurs, as web does support remote URLs which wouldn't need a romfs callback. This paves for easy future support of this with a call like 'OpenPageRemote' or similar.
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This is responsible for parental controls and supports verifying, changing, and registering PIN codes.
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These keep track of running process' launch properties and control properties and allows for issuing and reading them by process and title ID.
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Glue is the name of the sysmodule that contains both arp and bgtc.
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Manages mapping between title IDs and application launch and control properties.
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Used to determine StorageId source for application data.
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gl_device: Fix TestVariableAoffi test
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This test is intended to be invalid GLSL, but it was being invalid in
two points instead of one. The intention is to use a non-immediate
parameter in a textureOffset like function.
The problem is that this shader was being compiled as a separable
shader object and the text was writting to gl_Position without a
redeclaration, being invalid GLSL.
Address that issue by using a user-defined output attribute.
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service/acc: Silence truncation warnings
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The sanitizing function ensures that the returned type is always the
correct type. This eliminates warnings without extra casts.
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kernel: Differentiate kernel and user processes when picking ID
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This allows kernel internal type processes to be assigned IDs in the KIP range while userland processes are assigned in the user range.
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loader, file_sys: Add support for parsing and loading KIP (Kernel Internal Process) files
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Needed for KIP loading as KIPs do not have an NPDM but do have the essential parts of the data within.
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Previously, this TU contained the necessary headers to parse KIP/INI but now it should just use the FileSys class.
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core: Add detailed local reporting feature for development
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Also cleanup of general stuff
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Logs a lot of seemingly innocuous telemetry games generate.
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Matches offical behavior with creport and replaces old log/text based report system.
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This matches official behavior with the erpt/eclct/eupld service chain.
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This also reworks the applet data storage to be peekable.
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Reports are unnecessary for normal users and this is to prevent 'power' users from enabling the feature by accident.
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Full enable/disable for all reports.
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Returns results as a vector of entries for further processing. Logs addresses, offsets, and mangled name.
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Needed for backtrace decomposition
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yuzu_tester: Add and implement testing utility for homebrew
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Revert PR 2590.
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Even though it has been proven that IAudioRenderer:SystemEvent is
actually an automatic event. The current implementation of such event is
all thought to be manual. Thus it's implementation needs to be corrected
when doing such change. As it is right now this PR introduced a series
of regressions on softlocks on multiple games. Therefore, this pr
reverts such change until a correct implementation is made.
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Update content_archive.cpp
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log clutter in debug logs when theres really no need
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core: Remove unused CiTrace source files
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These source files have been unused for the entire lifecycle of the
project. They're a hold-over from Citra and only add to the build time
of the project, so they can be removed.
There's also likely no way this would ever work in yuzu in its current
form without revamping quite a bit of it, given how different the GPU on
the Switch is compared to the 3DS.
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service/audio/audren_u: Correct event reset type for the system event
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This is actually an auto-reset event in the audio service itself, not a
manual one.
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yuzu/configure_input: Add missing space in window title
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Added missing whitespace character between two words in the "Warning Missing Derivation Components" warning message box.
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Impl'd IsUserAccountSwitchLocked, SetAudioOutVolume, GetAudioOutVolume & Partial impl of GetAccumulatedSuspendedTickChangedEvent
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IPC-100 was changed to InitializeApplicationInfoOld instead of InitializeApplicationInfo. IPC-150 makes an indentical call to IPC-100 however does extra processing. They should not have the same name as it's quite confusing to debug.
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video_core/engines: Move ConstBufferInfo out of Maxwell3D
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shader: Split SSY and PBK stack
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Hardware testing revealed that SSY and PBK push to a different stack,
allowing code like this:
SSY label1;
PBK label2;
SYNC;
label1: PBK;
label2: EXIT;
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common/hex_util: Combine HexVectorToString() and HexArrayToString()
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Avoids potentially performing multiple reallocations (depending on the
size of the input data) by reserving the necessary amount of memory
ahead of time.
This is trivially doable, so there's no harm in it.
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These can be generified together by using a concept type to designate
them. This also has the benefit of not making copies of potentially very
large arrays.
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file_sys/ips_layer: Remove unnecessary reserve() call
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Given 'replace' is assigned to on the following line, this isn't
necessary, given the underlying data is going to be overwritten
entirely.
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kernel/vm_manager: Remove redundant Reset call in destructor
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This is performing more work than would otherwise be necessary during
VMManager's destruction. All we actually want to occur in this scenario
is for any allocated memory to be freed, which will happen automatically
as the VMManager instance goes out of scope.
Anything else being done is simply unnecessary work.
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file_sys/card_image: Minor cleanup
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We already support Rev 1+.
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Makes for nicer reading.
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Makes for more consistent reading.
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Same thing, significantly less noisy.
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Same thing, less duplication. We can also std::move raw into the
PartitionFilesystem constructor.
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We can just use the size of the array to dehardcode it.
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Same thing, less code.
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file_sys/nca_metadata: Update CNMT structures
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Names a few more entries in relevant structures. Information based off
SwitchBrew and my own RE.
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GPUVM: Correct GPU VM virtual address space
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kernel/process: Make Create()'s name parameter be taken by value
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Makes the interface more flexible in terms of how Create() may be
called, while still allowing the parameter itself to be moved into.
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Given we don't currently implement the personal heap yet, the existing
memory querying functions are essentially doing what the memory querying
types introduced in 6.0.0 do.
So, we can build the necessary machinery over the top of those and just
use them as part of info types.
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Disambiguates and makes the name a little more consistent with
TotalPhysicalMemoryUsed.
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kepler_compute: Minor changes
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yuzu/configuration: Make all widgets and dialogs aware of language changes
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To prepare for translation support, this makes all of the widgets
cognizant of the language change event that occurs whenever
installTranslator() is called and automatically retranslates their text
where necessary.
This is important as calling the backing UI's retranslateUi() is often
not enough, particularly in cases where we add our own strings that
aren't controlled by it. In that case we need to manually refresh the
strings ourselves.
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video_core: Drop OpenGL core in favor of OpenGL compatibility
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Removes the alpha testing code from each fragment shader invocation.
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Reflect std::shared_ptr nature of Node on initializers and remove
constant members in nodes.
Add some commentaries.
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Analysis passes do not have a good reason to depend on shader_ir.h to
work on top of nodes. This splits node-related declarations to their own
file and leaves the IR in shader_ir.h
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shader: Use shared_ptr to store nodes and move initialization to file
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Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.
This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
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kernel/process: Remove unused boost header include
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Boost headers typically include a lot of other headers, so removing this
can prevent a bit of unnecessary compiler churn when building.
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yuzu/CMakeLists: Pass compilation flags that make it more difficult to cause bugs in Qt code
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Enforces the use of the proper URL resolution functions. e.g.
url = some_local_path_string;
should actually be:
url = QUrl::fromLocalPath(some_local_path_string);
etc.
This makes it harder to cause bugs when operating with both strings and
URLs at the same time.
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Other overloads of start() are considerably much safer to use if we ever
need this in the future and need to pass arguments to the program, given
it contains separate parameters for the program path and the arguments
themselves, whereas this unsafe overload contains both as a single
string.
Given the alternatives are much safer, we can disable this.
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Prevents hard-to-diagnose bugs from potentially occurring and requires
any type narrowing to be explicitly performed by our code.
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service/ns: Add missing override specifiers
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vk_device,vk_shader_decompiler: Miscellaneous changes
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Fix missing OpSelectionMerge instruction. This caused devices loses on
most hardware, Intel didn't care.
Fix [-1;1] -> [0;1] depth conversions.
Conditionally use VK_EXT_scalar_block_layout. This allows us to use
non-std140 layouts on UBOs.
Update external Vulkan headers.
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Keeps track of native ASTC support, VK_EXT_scalar_block_layout
availability and SSBO range.
Check for independentBlend and vertexPipelineStorageAndAtomics as a
required feature. Always enable it.
Use vk::to_string format to log Vulkan enums.
Style changes.
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gl_shader_decompiler: Remove guest "position" varying
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"position" was being written but not read anywhere besides geometry
shaders, where it had the same value as gl_Position.
This commit replaces "position" with gl_Position, reducing the
complexity of our code and the emitted GLSL code.
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lr: Add command handler skeletons for Open*LocationResolver
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Returns an object of type IAddOnContentLocationResolver for the provided StorageId.
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Returns an object of type IRegisteredLocationResolver for the StorageId.
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Returns an object of type ILocationResolver with the provided StorageId.
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yuzu/configuration: Make function naming consistent
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gl_shader_decompiler: Pessimize uniform buffer access on AMD's prorpietary driver
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The following code is broken on AMD's proprietary GLSL compiler:
```glsl
uint idx = ...;
vec4 values = ...;
float some_value = values[idx & 3];
```
It index the wrong components, to fix this the following pessimized code
is emitted when that bug is present:
```glsl
uint idx = ...;
vec4 values = ...;
float some_value;
if ((idx & 3) == 0) some_value = values.x;
if ((idx & 3) == 1) some_value = values.y;
if ((idx & 3) == 2) some_value = values.z;
if ((idx & 3) == 3) some_value = values.w;
```
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Component indexing on AMD's proprietary driver is broken. This commit adds
a test to detect when we are on a driver that can't successfully manage
component indexing.
It dispatches a dummy draw with just one vertex shader that writes to an
indexed SSBO from the GPU with data sent through uniforms, it then reads
that data from the CPU and compares the expected output.
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core/telemetry_session: Remove usages of the global system accessor
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The contents of these includes aren't used anywhere in this translation
unit.
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Amends the formatting specifier to obey libfmt. Prevents the application
from terminating due to a formatting issue in the error case.
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This is a hold-over from Citra and doesn't apply to yuzu.
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This will automatically occur when the backend instance goes out of
scope at the end of the destructor's execution.
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Makes the dependency explicit in the TelemetrySession's interface
instead of making it a hidden dependency.
This also revealed a hidden issue with the way the telemetry session was
being initialized. It was attempting to retrieve the app loader and log
out title-specific information. However, this isn't always guaranteed to
be possible.
During the initialization phase, everything is being constructed. It
doesn't mean an actual title has been selected. This is what the Load()
function is for. This potentially results in dead code paths involving
the app loader. Instead, we explicitly add this information when we know
the app loader instance is available.
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NonCopyable is misleading here. It also makes the class non-moveable as
well, so we can be explicit about this.
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core/core_timing_util: Use std::chrono types for specifying time units
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Makes the casing consistent with all of our general function naming
conventions.
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Makes the interface more type-safe and consistent in terms of return
values.
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Removes unused overloads, simplifying the overall interface,
deduplicating some code.
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input_common/sdl/sdl_impl: Minor cleanup
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If this path was ever taken, a runtime exception would occur due to the
lack of a formatting specifier to insert the error code into the format
string.
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Places the documentation comments with the rest of SDLState's member
function documentation.
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Adds another underscore to clearly indicate the axis names.
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Make it explicit that these aren't modified elsewhere (either through
functions by reference, or by other operations).
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Its prototype declared at the top of the translation unit contains the
static qualifier, so the function itself should also contain it to make
it a proper internally linked function.
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It's valid to static_cast a void pointer back into its proper type.
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Same behavior, but without a potential need to unnecessarily default
construct a value.
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The deleter can just be set in the constructor and maintained throughout
the lifetime of the object.
If a contained pointer is null, then the deleter won't execute, so this
is safe to do. We don't need to swap it out with a version of a deleter
that does nothing.
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Silences the final two warnings in SDL code.
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Gets rid of a few unnecessary inclusion dependencies. It also uncovered
a few indirect inclusion dependencies being relied upon.
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Implement/Fix IApplicationFunctions::GetDesiredLanguage
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yuzu/{profile_select, software_keyboard}: Tidy up interface
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Like with the profile selection dialog, we can just use the result of
QDialog's exec() function to determine whether or not a dialog was
accepted.
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This behavior is already provided by the built-in exec() function. We
just need to check the return value of it.
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Qt uses a signed value to represent indices. We should follow this
convention where applicable to avoid unnecessary sign-conversion
warnings, as well as making it easier to interoperate with other aspects
of Qt.
While we're at it, we can also make a sign-conversion explicit.
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gl_shader_cache: Minor style changes
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qt: Silence name collision warnings
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yuzu/configuration/configure_graphics: Eliminate type narrowing in a connect call
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A checkbox is able to be tri-state, giving it three possible activity
types, so in the connect call here, it would actually be truncating an
int into a bool.
Instead, we can just listen on the toggled() signal, which passes along
a bool, not an int.
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game_list_worker: Use QFile over our own IOFile instance or std streams for the game list cache
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Stays consistent in our code with using Qt's provided mechanisms, and
also properly handles Unicode paths (which file streams on Windows don't
do very well).
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This is equivalent to specifying two separate functions, so we can just
do that.
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yuzu/bootmanager: Minor interface tidying
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We can make this message more meaningful by indicating the location the
screenshot has been saved to. We can also log out whenever a screenshot
could not be saved (e.g. due to filesystem permissions or some other
reason).
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Treating it as a u16 can result in a sign-conversion warning when
performing arithmetic with it, as u16 promotes to an int when aritmetic
is performed on it, not unsigned int.
This also makes the interface more uniform, as the layout interface now
operates on u32 across the board.
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This class contains non-trivial members, so we should default the
destructor's definition within the cpp file.
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Same thing (for platforms we support), less reading.
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This function is defined as taking an int, not a bool.
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We can just pass a pointer to GMainWindow directly and make it a
requirement of the interface. This makes the interface a little safer,
since this would technically otherwise allow any random QWidget to be
the parent of a render window, downcasting it to GMainWindow (which is
undefined behavior).
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We can just invoke these functions by qualifying the object name before
the function.
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yuzu: Remove unused birthday setting
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Fixes #2522.
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Makes the conversions explicit, as opposed to implicit.
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Allows for things such as:
auto rect = Common::Rectangle{0, 0, 0, 0};
as opposed to being required to explicitly write out the underlying
type, such as:
auto rect = Common::Rectangle<int>{0, 0, 0, 0};
The only requirement for the deduction is that all constructor arguments
be the same type.
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mii: Implement MiiManager backend and several mii service commands
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Since the MiiManager was designed around the IPC interface, this is quite easy. Only functions that were clearly defined were implemented.
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Provides serialization/deserialization to the database in system save files, accessors for database state and proper handling of both major Mii formats (MiiInfo and MiiStoreData)
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Since the Mii database uses UUIDs very similar to the Accounts database, it makes no sense to not share code between them.
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yuzu: Implement a caching mechanism for the game list
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Preserves list of add ons and the icon, which are the two costliest parts of game list population.
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shader: Implement S2R Tid{XYZ} and CtaId{XYZ}
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yuzu_cmd: Split emu_window OpenGL implementation into its own file
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There's no performance improvement in passing an unsigned pair by
reference.
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loader/nso, core/core_timing_util: Silence sign-comparison warning
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We can just make the conversion explicit instead of implicit here to
silence -Wsign-compare warnings.
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This was previously performing a size_t == int comparison. Silences a
-Wsign-compare warning.
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The intention behind this commit is to hint someone inspecting an
apitrace dump to ignore this ill-formed GLSL code.
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This addresses a bug on geometry shaders where code was being written
before all #extension declarations were done. Ref to #2523
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renderer_opengl/utils: Use a std::string_view with LabelGLObject()
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Uses a std::string_view instead of a std::string, given the pointed to
string isn't modified and is only used in a formatting operation.
This is nice because a few usages directly supply a string literal to
the function, allowing these usages to otherwise not heap allocate,
unlike the std::string overloads.
While we're at it, we can combine the address formatting into a single
formatting call.
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service/aoc_u: Minor cleanup
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Previously, the code was accumulating data into a std::vector and then
tossing all of it away if a setting was disabled.
Instead, we can just check if it's disabled and do no work at all if
possible. If it's enabled, then we can append to the vector and
allocate.
Unlikely to impact usage much, but it is slightly less sloppy with
resources.
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Removes two header dependencies related to file handling that aren't
actually used within the source file.
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A few of the aoc service stubs/implementations weren't fully popping all
of the parameters passed to them. This ensures that all parameters are
popped and, at minimum, logged out.
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common/file_util: Minor cleanup
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While we're at it, also invert the conditional into a guard clause.
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nullptr was being returned in the error case, which, at a glance may
seem perfectly OK... until you realize that std::string has the
invariant that it may not be constructed from a null pointer. This
means that if this error case was ever hit, then the application would
most likely crash from a thrown exception in std::string's constructor.
Instead, we can change the function to return an optional value,
indicating if a failure occurred.
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These are already present within the header, so they don't need to be
repeated in the cpp file.
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Makes the parameter ordering consistent, and also makes the filename
parameter a std::string. A std::string would be constructed anyways with
the previous code, as IOFile's only constructor with a filepath is one
taking a std::string.
We can also make WriteStringToFile's string parameter utilize a
std::string_view for the string, making use of our previous changes to
IOFile.
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The file stream open functions have supported std::string overloads
since C++11, so we don't need to use c_str() here. Same behavior, less
code.
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We don't need to force the usage of a std::string here, and can instead
use a std::string_view, which allows writing out other forms of strings
(e.g. C-style strings) without any unnecessary heap allocations.
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Nothing from the hotkeys dialog relies on this call occurring, and is
already called from the dialog that calls applyConfiguration().
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Avoids mentioning the user and formalizes the error itself.
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critical() is intended for critical/fatal errors that threaten the
overall stability of an application. A user entering a conflicting key
sequence is neither of those.
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We don't need to extract the entire set of hotkeys into a list and then
iterate through it. We can traverse the list and early-exit if we're
able to.
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1. This is something that should be solely emitted by the hotkey dialog
itself
2. This is functionally unused, given there's nothing listening for the
signal.
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The previous code was all "smushed" together wasn't really grouped
together that well.
This spaces things out and separates them by relation to one another,
making it easier to visually parse the individual sections of code that
make up the constructor.
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QDialogButtonBoxes are horizontal by default.
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yuzu/main: Specify string conversions explicitly
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Now that all of our code is compilable with implicit QString
conversions, we can enforce it at compile-time by disabling them.
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This isn't actually used anywhere, so it can be removed.
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Given the std::optional can contain an object type that heap allocates,
we can use std::move to avoid an unnecessary copy/allocation from
occurring.
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Qt uses a signed value to represent container sizes, so this was causing
a sign mismatch warning.
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Allows the software keyboard applet code to compile with implicit string
conversions disabled.
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Allows the error applet to build successfully with implicit string
conversions disabled.
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gl_shader_cache: Use shared contexts to build shaders in parallel at boot
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shader/memory: Implement generic memory stores and loads (ST and LD)
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yuzu/configuration/config: Specify string conversions explicitly
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Given the array is a private static array, we can just make it
internally linked to hide it from external code. This also allows us to
remove an inclusion within the header.
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Allows the configuration code to build successfully with implicit string
conversions disabled.
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Port citra-emu/citra#4716: "HLE/IPC: HLEContext can memorize the client thread and use it for SleepClientThread"
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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This reduces the boilerplate that services have to write out the current thread explicitly. Using current thread instead of client thread is also semantically incorrect, and will be a problem when we implement multicore (at which time there will be multiple current threads)
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This allows for forming comment nodes without making unnecessary copies
of the std::string instance.
e.g. previously:
Comment(fmt::format("Base address is c[0x{:x}][0x{:x}]",
cbuf->GetIndex(), cbuf_offset));
Would result in a copy of the string being created, as CommentNode()
takes a std::string by value (a const ref passed to a value parameter
results in a copy).
Now, only one instance of the string is ever moved around. (fmt::format
returns a std::string, and since it's returned from a function by value,
this is a prvalue (which can be treated like an rvalue), so it's moved
into Comment's string parameter), we then move it into the CommentNode
constructor, which then moves the string into its member variable).
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Keeps the shader code file endings consistent.
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Amends cases where we were using things that were indirectly being
satisfied through other headers. This way, if those headers change and
eliminate dependencies on other headers in the future, we don't have
cascading compilation errors.
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This accidentally slipped through a rebase.
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configuration/config: Move config loading and saving to functions based off groups
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Over time our config values have grown quite numerous in size.
Unfortunately it also makes the single functions we have for loading and
saving values more error prone.
For example, we were loading the core settings twice when they only
should have been loaded once. In another section, a variable was
shadowing another variable used to load settings from a completely
different section.
Finally, in one other case, there was an extraneous endGroup() call used
that didn't need to be done. This was essentially dead code and also a
bug waiting to happen.
This separates the section loading code into its own separate functions.
This keeps variables only visible to the code that actually needs it,
and makes it much easier to visually see the end of each individual
configuration group. It also makes it much easier to visually catch bugs
during code review.
While we're at it, this also uses QStringLiteral instead of raw string
literals, which both avoids constructing a lot of QString instances, but
also makes it much easier to disable implicit ASCII to QString and
vice-versa in the future via setting QT_NO_CAST_FROM_ASCII and
QT_NO_CAST_TO_ASCII as compilation flags.
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yuzu/game_list: Specify string conversions explicitly
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Allows the game list code to compile successfully with implicit string
conversions disabled.
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Allows the game list worker code to compile successfully with implicit
string conversions disabled.
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SMDH is a metadata format used in some executable formats for the
Nintendo 3DS. Switch executables don't utilize this metadata format, so
this just a holdover from Citra and can be corrected.
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Allows the game list item code to build with implicit string conversions
disabled.
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Allows the loading screen code to compile with implicit string
conversions disabled.
While we're at it remove unnecessary const usages, and add it to nearby
variables where appropriate.
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Allows the bootmanager code to compile with implicit string conversions
disabled.
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Allows the util code to build with implicit string conversions disabled.
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gl_shader_decompiler: Add AddLine() overloads with single function that forwards to libfmt
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Gets rid of the need to special-case brace handling depending on the
overload used, and makes it consistent across the board with how fmt
handles them.
Strings with compile-time deducible strings are directly forwarded to
std::string's constructor, so we don't need to worry about the
performance difference here, as it'll be identical.
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In a lot of places throughout the decompiler, string concatenation via
operator+ is used quite heavily. This is usually fine, when not heavily
used, but when used extensively, can be a problem. operator+ creates an
entirely new heap allocated temporary string and given we perform
expressions like:
std::string thing = a + b + c + d;
this ends up with a lot of unnecessary temporary strings being created
and discarded, which kind of thrashes the heap more than we need to.
Given we utilize fmt in some AddLine calls, we can make this a part of
the ShaderWriter's API. We can make an overload that simply acts as a
passthrough to fmt.
This way, whenever things need to be appended to a string, the operation
can be done via a single string formatting operation instead of
discarding numerous temporary strings. This also has the benefit of
making the strings themselves look nicer and makes it easier to spot
errors in them.
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yuzu/configuration: Specify string conversions explicitly
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Allows the web config code to compile with implicit string conversions
disabled. We can also deduplicate the calls to create the pixmap.
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Allows the system config code to build successfully with implicit string
conversions disabled.
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This is a user-facing string, so it should be marked as translatable.
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Allows the per-game configuration to be successfully built with implicit
string conversions disabled.
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Deduplicates array accesses and uses a named variable where appropriate.
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Allows the advanced mouse configuration code to build with implicit
string conversions disabled.
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Rather than repeatedly index arrays that have quite a large array index,
we can just use a named variable instead.
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Allows the player input configuration code to compile with implicit
string conversions disabled.
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These are user-facing strings, so they should be localizable.
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Allows the general configuration code to successfully compile with
implicit string conversions disabled.
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Allows the gamelist configuration code to compile with implicit string
conversions disabled.
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Avoids using the system accessor more than necessary, and ensures that
both dialog boxes see the same power on state.
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We can just use qOverload here to tidy up the function cast.
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Allows the audio configuration code to build with implicit string
conversions disabled.
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This reverts a tested behavior on delay slots not exiting if the exit
flag is set. Currently new tests are required in order to ensure this
behavior.
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shader: Implement AL2P and ALD.PHYS
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kernel/svc: Reorganize and fix up the initial handling of svcSetThreadCoreMask()
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These are actually quite important indicators of thread lifetimes, so
they should be going into the debug log, rather than being treated as
misc info and delegated to the trace log.
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Makes the code much nicer to follow in terms of behavior and control
flow. It also fixes a few bugs in the implementation.
Notably, the thread's owner process shouldn't be accessed in order to
retrieve the core mask or ideal core. This should be done through the
current running process. The only reason this bug wasn't encountered yet
is because we currently only support running one process, and thus every
owner process will be the current process.
We also weren't checking against the process' CPU core mask to see if an
allowed core is specified or not.
With this out of the way, it'll be less noisy to implement proper
handling of the affinity flags internally within the kernel thread
instances.
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Adds the missing flags to the enum and documents them.
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Dma_pusher: ASSERT on empty command_list
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This is a measure to avoid crashes on command list reading as an empty
command_list is considered a NOP.
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Correct possible error on Rasterizer Caches
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There was a weird bug that could happen if the object died directly and
the cache address wasn't stored.
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shader/shader_ir: Minor changes
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constexpr internally links by default, so the inline specifier is
unnecessary.
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Many of these constructors don't even need to be templated. The only
ones that need to be templated are the ones that actually make use of
the parameter pack.
Even then, since std::vector accepts an initializer list, we can supply
the parameter pack directly to it instead of creating our own copy of
the list, then copying it again into the std::vector.
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These overloads don't actually make use of the parameter pack, so they
can be turned into regular non-template function overloads.
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These don't actually modify instance state, so they can be marked as
const member functions
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Given the class contains quite a lot of non-trivial types, place the
constructor and destructor within the cpp file to avoid inlining
construction and destruction code everywhere the class is used.
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gl_shader_disk_cache: Minor cleanup
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Given the offset is assigned a fixed value in the constructor, we can
just assign it directly and get rid of the need to write the name of the
variable again in the constructor initializer list.
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Given the disk shader cache contains non-trivial types, we should
default it in the cpp file in order to prevent inlining of the
complex destruction logic.
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The standard library expects hash specializations that don't throw
exceptions. Make this explicit in the type to allow selection of better
code paths if possible in implementations.
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We don't need to load the code into a vector and then construct a string
over the data. We can just create a string with the necessary size ahead
of time, and read the data directly into it, getting rid of an
unnecessary heap allocation.
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std::move does nothing when applied to a const variable. Resources can't
be moved if the object is immutable. With this change, we don't end up
making several unnecessary heap allocations and copies.
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Booleans don't have a guaranteed size, but we still want to have them
integrate into the disk cache system without needing to actually use a
different type. We can do this by supplying non-template overloads for
the bool type.
Non-template overloads always have precedence during function
resolution, so this is safe to provide.
This gets rid of the need to smatter ternary conditionals, as well as
the need to use u8 types to store the value in.
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service/audren_u: Get rid of magic values within GetAudioRendererWorkBufferSize
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Also introduced in REV5 was a variable-size audio command buffer. This
also affects how the size of the work buffer should be determined, so we
can add handling for this as well.
Thankfully, no other alterations were made to how the work buffer size
is calculated in 7.0.0-8.0.0. There were indeed changes made to to how
some of the actual audio commands are generated though (particularly in
REV7), however they don't apply here.
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Introduced in REV5. This is trivial to add support for, now that
everything isn't a mess of random magic constant values.
All this is, is a change in data type sizes as far as this function
cares.
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"Unmagics" quite a few magic constants within this code, making it much
easier to understand. Particularly given this factors out specific
sections into their own self-contained lambda functions.
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video_core/gpu_thread: Remove redundant copy constructor for CommandDataContainer
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std::move within a copy constructor (on a data member that isn't
mutable) will always result in a copy. Because of that, the behavior of
this copy constructor is identical to the one that would be generated
automatically by the compiler, so we can remove it.
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service/set: Correct and simplify behavior related to copying language codes
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This corrects cases where it was possible to write more entries into the
write buffer than were requested. Now, we check the size of the buffer
before actually writing into them.
We were also returning the wrong value for
GetAvailableLanguageCodeCount2(). This was previously returning 64, but
only 17 should have been returned. 64 entries is the size of the static
array used in MakeLanguageCode() within the service binary itself, but
isn't the actual total number of language codes present.
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GPU/MMEInterpreter: Ignore the 'exit' flag when it's executed inside a delay slot.
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It seems instructions marked with the 'exit' flag will not cause an exit when executed within a delay slot.
This was hwtested by fincs.
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yuzu: Remove explicit types from locks where applicable
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With C++17's deduction guides, the type doesn't need to be explicitly
specified within locking primitives anymore.
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maxwell_3d: reduce severity of different component formats assert.
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This was reduced due to happening on most games and at such constant
rate that it affected performance heavily for the end user. In general,
we are well aware of the assert and an implementation is already
planned.
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video_core/engines/maxwell_3d: Add is_trivially_copyable_v check for Regs
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std::memset is used to clear the entire register structure, which
requires that the Regs struct be trivially copyable (otherwise undefined
behavior is invoked). This prevents the case where a non-trivial type is
potentially added to the struct.
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video_core/engines/maxwell_3d: Simplify for loops into ranged for loops within InitializeRegisterDefaults()
|
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We can use the named constant instead of using 32 directly.
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Lessens the amount of code that needs to be read, and gets rid of the
need to introduce an indexing variable. Instead, we just operate on the
objects directly.
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service/am: Add missing return in error case for IStorageAccessor's Read/Write()
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Previously this would fall through and return successfully, despite
being an out of bounds read or write.
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gl_rasterizer: Pass the right number of array quad vertices count
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gl_rasterizer: Limit OpenGL point size to a minimum of 1
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video_core/engines/engine_upload: Minor tidying
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Silences a -Wreorder warning.
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Avoids inlining destruction logic where applicable, and also makes
forward declarations not cause unexpected compilation errors depending
on where the State class is used.
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These only apply in the definition of the function. They can be omitted
from the declaration.
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maxwell_to_gl: Add TriangleFan primitive topology
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ipc_helpers: Amend floating-point type in Pop<double> specialization
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Currently, this overload isn't used, so this wasn't actually hit in any
code, only the float overload is used.
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yuzu/debugger: Specify string conversions explicitly
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Allows the graphics breakpoints to compile with implicit string
conversions disabled.
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This allows the microprofile widget to compile with implicit string
conversions disabled.
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Allows compiling the wait tree widget with implicit string conversions
disabled.
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core/kernel/object: Rename ResetType enum members for clarity
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Renames the members to more accurately indicate what they signify.
"OneShot" and "Sticky" are kind of ambiguous identifiers for the reset
types, and can be kind of misleading. Automatic and Manual communicate
the kind of reset type in a clearer manner. Either the event is
automatically reset, or it isn't and must be manually cleared.
The "OneShot" and "Sticky" terminology is just a hold-over from Citra
where the kernel had a third type of event reset type known as "Pulse".
Given the Switch kernel only has two forms of event reset types, we
don't need to keep the old terminology around anymore.
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kernel/svc: Mark GetThreadList() and UnmapProcessCodeMemory() as internally linked
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These are only used from within this translation unit, so they don't
need to have external linkage. They were intended to be marked with this
anyways to be consistent with the other service functions.
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yuzu/applets/profile_select: Mark header string as translatable
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This is a user-facing string, so it should be marked as translatable.
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gl_shader_gen: std::move objects where applicable
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Avoids performing copies into the pair being returned. Instead, we can
just move the resources into the pair, avoiding the need to make copies
of both the std::string and ShaderEntries struct.
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yuzu/bootmanager: Explicitly enable deprecated OpenGL features on compat
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Nvidia's proprietary driver creates a real OpenGL compatibility profile
without this option, meanwhile Intel (and probably AMD, I haven't tested
it) require that QSurfaceFormat::FormatOption::DeprecatedFunctions is
explicitly enabled.
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This has been left unused since the removal of the vestigial surface
viewer. Given it has no uses left, this can be removed as well.
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yuzu/{about_dialog, main}: Specify string conversions explicitly for SCM-related info
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For similar reasons to the previous change, we move this to a single
function, so we don't need to duplicate the conversion logic in several
places within main.cpp.
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Specifies the conversions explicitly to avoid implicit conversions from
const char* to QString. This makes it easier to disable implicit QString
conversions in the future.
In this case, the implicit conversion was technically wrong as well. The
implicit conversion treats the input strings as ASCII characters. This
would result in an incorrect conversion being performed in the rare case
a branch name was created with a non-ASCII Unicode character, likely
resulting in junk being displayed.
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yuzu_cmd: Make OpenGL's context current
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The SDL2 frontend never bound the OpenGL context, resulting on a white
screen and no-ops all over the backend.
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yuzu_cmd: Use OpenGL compat when asked in the settings
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Compatibility profile and the disk shader cache settings shouldn't
be changed at runtime. This aims to address that shadowing those
options.
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video_core/memory_manager: Minor tidying
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Corrects the typo in its name and marks the function as a const member
function, given it doesn't actually modify memory manager state.
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Prevents implicit converting constructions of the memory manager.
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Makes the class less surprising when it comes to forward declaring the
type, and also prevents inlining the destruction code of the class,
given it contains non-trivial types.
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Corrects references to non-existent parameters and corrects typos.
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These are able to be omitted from the declaration of functions, since
they don't do anything at the type system level. The definitions of the
functions can retain the use of const though, since they make the
variables immutable in the implementation of the function where they're
used.
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video_core: Remove a few unused variables and functions
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Silences a -Wreorder warning.
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This isn't used at all, so it can be removed.
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This variable is unused entirely, so it can be removed.
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Instead of retrieving the data from the std::variant instance, we can
just check if the variant contains that type of data.
This is essentially the same behavior, only it returns a bool indicating
whether or not the type in the variant is currently active, instead of
actually retrieving the data.
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Silences a few compilation warnings.
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CMakeLists: Specify /volatile:iso for MSVC
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By default, MSVC doesn't use standards-compliant volatile semantics.
This makes it behave in a standards-compliant manner, making
expectations more uniform across compilers.
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CMakeLists: Explicitly specify -Wall for the non-MSVC case
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Ensures that -Wall is always active as a compilation flag.
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Rasterizer Cache: refactor flushing & optimize memory usage of surfaces
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This PR should heavily reduce memory usage since temporal buffers are no
longer stored per Surface but instead managed by the Rasterizer Cache.
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flushing is now responsability of children caches instead of the cache
object. This change will allow the specific cache to pass extra
parameters on flushing and will allow more flexibility.
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service/audctl: Update documentation comments to be relative to 8.0.0
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The state of these service calls are still the same in version 8.0.0.
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src/CMakeLists: Add /Zc:externConstexpr to the MSVC build flags
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The C++ standard allows constexpr variables declared with the extern
keyword to have external linkage. Previously MSVC wasn't abiding by
this. This just makes the compiler more standards compliant during
builds.
Given we currently don't make use of anything that would break by this,
this is safe to enable.
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Makes it much nicer to visually scan the options. This also starts the
flag descriptions from the same column for the same reason.
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Fix Layered ASTC Textures
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By adding the missing layer offset in ASTC compression.
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gl_shader_disk_cache: Skip stored shader variants instead of asserting
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Instead of asserting on already stored shader variants, silently skip them.
This shouldn't be happening but when a shader is invalidated and it is
not stored in the shader cache, this assert would hit and save that
shader anyways when the asserts are disabled.
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Port citra-emu/citra#4749: "web_service: Misc fixes"
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The backend is not used until we decide to submit the testcase/telemetry, and creating it early prevents users from updating the credentials properly while the games are running.
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yuzu/hotkeys: Remove unnecessary constructor
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The behavior of the Hotkey constructor is already accomplished via in-class member
initializers, so the constructor is superfluous here.
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yuzu/compatdb: Remove unnecessary qualifiers
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Keeps the code consistent in regards to how the buttons are referred to.
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configure_dialog: Remove the Whats This? button from the dialog
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core/memory: Remove unused FlushMode enum
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Recent changes to memory-related code resulted in this being unused, so
we can remove it.
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Corrections and Implementation on GPU Engines
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core/frontend/emu_window: Make GraphicsContext's destructor virtual
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This class is used in a polymorphic context, so destruction of the
context will lead to undefined behavior if the destructor isn't virtual.
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common/zstd_compression: Remove #pragma once directive from source file
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Introduced in 72477731ed20c56a4d6f18a22f43224fab667cef. This is only
necessary within header files.
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This isn't used anywhere, so we can get rid of it.
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Makes use of src, so it's not considered unused.
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Unintentionally introduced in 552d5071fa171165e4054392d8bb6bf2ecc924e2
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gl_shader_disk_cache: Improve precompiled shader cache generation speed and size
|
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shader_ir: Miscellaneous fixes
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kernel/vm_manager: Remove usages of global system accessors
|
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Makes the dependency on the system instance explicit within VMManager's
interface.
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video_core: Silent -Wswitch warnings
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| | |_|_|_|_|/ /
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| |_|_|/ / / / /
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Corrections on Half Float operations: HADD2 HMUL2 and HFMA2
|
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kernel/svc: Clean up wait synchronization related functionality
|
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This is a holdover from Citra, where the 3DS has both
WaitSynchronization1 and WaitSynchronizationN. The switch only has one
form of wait synchronizing (literally WaitSynchonization). This allows
us to throw out code that doesn't apply at all to the Switch kernel.
Because of this unnecessary dichotomy within the wait synchronization
utilities, we were also neglecting to properly handle waiting on
multiple objects.
While we're at it, we can also scrub out any lingering references to
WaitSynchronization1/WaitSynchronizationN in comments, and change them
to WaitSynchronization (or remove them if the mention no longer
applies).
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| | | | | | | | |
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The actual behavior of this function is slightly more complex than what
we're currently doing within the supervisor call. To avoid dumping most
of this behavior in the supervisor call itself, we can migrate this to
another function.
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Allow picking a Compatibility Profile for OpenGL.
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This option allows picking the compatibility profile since a lot of bugs
are fixed in it. We devs will use this option to easierly debug current
problems in our Core implementation.:wq
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applets: Add AppletManager and implement PhotoViewer and Error applets
|
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Responsible for displaying error codes and messages
|
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As opposed to using Core::System::GetInstance()
|
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CMakeLists: Ensure we specify Unicode as the codepage on Windows
|
| | |_|_|/ / / /
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Previously we were building with MBCS, which is pretty undesirable. We
want the application to be Unicode-aware in general.
Currently, we make the command line variant of yuzu use ANSI variants of
the non-standard getopt functions that we link in for Windows, given we
only have an ANSI option-set.
We should really replace getopt with a library that we make all build
types of yuzu link in, but this will have to do for the time being.
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gl_state: Fix samplers memory corruption
|
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| | | | | | | | | |
It was possible for "samplers" to be read without being written. This
addresses that.
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| | | | | | | | | |
| | | | | | | | | | |
Fix flipping on some games by applying Y direction register
|
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gl_shader_decompiler: Disable variable AOFFI on unsupported devices
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service/audctl: Implement GetTargetVolumeMin() and GetTargetVolumeMax()
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These two service functions are literally hardcoded to always return
these values without any other error checking.
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Support compressed formats on linear textures.
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GPU Manager: Implement ReadBlockUnsafe and WriteBlockUnsafe
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This detects when a GPU Memory Block is not continous within host cpu
memory.
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Use ReadBlockUnsafe on TIC and TSC reading as memory is never flushed
from host GPU there.
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Implement Kepler Memory on both Linear and BlockLinear.
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Do some corrections in conversion shader instructions.
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Corrects encodings for I2F, F2F, I2I and F2I
Implements Immediate variants of all four conversion types.
Add assertions to unimplemented stuffs.
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shader_ir/decode: Miscellaneous fixes to half-float decompilation
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Operations done before the main half float operation (like HAdd) were
managing a packed value instead of the unpacked one. Adding an unpacked
operation allows us to drop the per-operand MetaHalfArithmetic entry,
simplifying the code overall.
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GLSL decompilation for HMergeH0 was wrong. This addresses that issue.
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Using static here might be faster at runtime, but it adds a heap
allocation called before main.
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kernel/wait_object: Make GetHighestPriorityReadyThread() a const member function
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This doesn't actually modify internal state of a wait object, so it can
be const qualified.
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yuzu/bootmanager: Resolve constructor initializer list warnings
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The default constructor will always run, even when not specified, so
this is redundant.
However, the context member can indeed be initialized in the constructor
initializer list.
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This include isn't used anymore so it can be removed.
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Resolves -Wreorder warnings. These will automatically be initialized to
nullptr anyways, so these were redundant.
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kernel/svc: Name supervisor call 0x36
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This call was added to the SVC handlers in the 8.0.0 kernel, so we can
finally give it a name.
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core: Reorganize boot order
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This gives us significantly more control over where in the
initialization process we start execution of the main process.
Previously we were running the main process before the CPU or GPU
threads were initialized (not good). This amends execution to start
after all of our threads are properly set up.
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Initially required due to the split codepath with how the initial main
process instance was initialized. We used to initialize the process
like:
Init() {
main_process = Process::Create(...);
kernel.MakeCurrentProcess(main_process.get());
}
Load() {
const auto load_result = loader.Load(*kernel.GetCurrentProcess());
if (load_result != Loader::ResultStatus::Success) {
// Handle error here.
}
...
}
which presented a problem.
Setting a created process as the main process would set the page table
for that process as the main page table. This is fine... until we get to
the part that the page table can have its size changed in the Load()
function via NPDM metadata, which can dictate either a 32-bit, 36-bit,
or 39-bit usable address space.
Now that we have full control over the process' creation in load, we can
simply set the initial process as the main process after all the loading
is done, reflecting the potential page table changes without any
special-casing behavior.
We can also remove the cache flushing within LoadModule(), as execution
wouldn't have even begun yet during all usages of this function, now
that we have the initialization order cleaned up.
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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.
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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.
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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.
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kernel/thread: Remove unused guest_handle member variable
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Allows the handle to be seen alongside the entry point.
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This member variable is entirely unused. It was only set but never
actually utilized. Given that, we can remove it to get rid of noise in
the thread interface.
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gl_sampler_cache: Port sampler cache to OpenGL
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Implement Bindless Textures on Shader Decompiler and GL backend
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shader_ir/decode: Reduce the severity of common assertions
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gl_rasterizer: Apply just the needed state on Clear
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CMakeLists: Define QT_USE_QSTRINGBUILDER for the Qt target
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This is a compile definition introduced in Qt 4.8 for reducing the total
potential number of strings created when performing string
concatenation. This allows for less memory churn.
This can be read about here:
https://blog.qt.io/blog/2011/06/13/string-concatenation-with-qstringbuilder/
For a change that isn't source-compatible, we only had one occurrence
that actually need to have its type clarified, which is pretty good, as
far as transitioning goes.
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shader/memory: Implement STG and global memory flushing
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yuzu/configure_hotkey: Minor changes
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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).
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Without a parent, this dialog won't have its memory freed when it
happens to get destroyed.
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This is checking if an index is valid or not and returning early if it
isn't.
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Avoids a -Wreorder compiler warning.
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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.
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This doesn't actually modify instance state of the dialog, so this can
be made const.
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common/{lz4_compression, zstd_compression}: Add missing header guards
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These two files were missing the #pragma once directive.
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service: Update service function tables
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Updates function tables based off information from SwitchBrew.
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kernel/svc: Implement svcMapProcessCodeMemory/svcUnmapProcessCodeMemory
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Essentially performs the inverse of svcMapProcessCodeMemory. This unmaps
the aliasing region first, then restores the general traits of the
aliased memory.
What this entails, is:
- Restoring Read/Write permissions to the VMA.
- Restoring its memory state to reflect it as a general heap memory region.
- Clearing the memory attributes on the region.
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This is utilized for mapping code modules into memory. Notably, the
ldr service would call this in order to map objects into memory.
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kernel/thread: Remove BoostPriority()
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This is a holdover from Citra that currently remains unused, so it can
be removed from the Thread interface.
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ldr: Minor amendments to IPC-related parameters
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This doesn't modify instance state, so it can be made const.
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The initial two words indicate a process ID. Also UnloadNro only
specifies one address, not two.
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Set Pixel Format to Z32 if its R32F and depth compare enabled, and Implement format ZF32_X24S8
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Add a toggle to force 30FPS mode
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fsp_srv: Minor cleanup related changes
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IDirectory's Read() function doesn't take any input parameters. It only
uses the output parameters that we already provide.
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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.
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gl_shader_manager: Move code to source file and minor clean up
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Frontend: Migrate to QOpenGLWindow and support shared contexts
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While we are at it, remove nullptr checks for deletion, since the C++
standard defines that delete does it by its own
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With the loading screen merged, we don't want to actually show at this
point, but it still needs to be shown to actually create the context.
Turns out you can just show and hide it immediately and it'll work.
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ui_settings: Rename game directory variables
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common/scope_exit: Replace std::move with std::forward in ScopeExit()
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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.
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common/swap: Minor cleanup and improvements to byte swapping functions
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Uses arithmetic that can be identified more trivially by compilers for
optimizations. e.g. Rather than shifting the halves of the value and
then swapping and combining them, we can swap them in place.
e.g. for the original swap32 code on x86-64, clang 8.0 would generate:
mov ecx, edi
rol cx, 8
shl ecx, 16
shr edi, 16
rol di, 8
movzx eax, di
or eax, ecx
ret
while GCC 8.3 would generate the ideal:
mov eax, edi
bswap eax
ret
now both generate the same optimal output.
MSVC used to generate the following with the old code:
mov eax, ecx
rol cx, 8
shr eax, 16
rol ax, 8
movzx ecx, cx
movzx eax, ax
shl ecx, 16
or eax, ecx
ret 0
Now MSVC also generates a similar, but equally optimal result as clang/GCC:
bswap ecx
mov eax, ecx
ret 0
====
In the swap64 case, for the original code, clang 8.0 would generate:
mov eax, edi
bswap eax
shl rax, 32
shr rdi, 32
bswap edi
or rax, rdi
ret
(almost there, but still missing the mark)
while, again, GCC 8.3 would generate the more ideal:
mov rax, rdi
bswap rax
ret
now clang also generates the optimal sequence for this fallback as well.
This is a case where MSVC unfortunately falls short, despite the new
code, this one still generates a doozy of an output.
mov r8, rcx
mov r9, rcx
mov rax, 71776119061217280
mov rdx, r8
and r9, rax
and edx, 65280
mov rax, rcx
shr rax, 16
or r9, rax
mov rax, rcx
shr r9, 16
mov rcx, 280375465082880
and rax, rcx
mov rcx, 1095216660480
or r9, rax
mov rax, r8
and rax, rcx
shr r9, 16
or r9, rax
mov rcx, r8
mov rax, r8
shr r9, 8
shl rax, 16
and ecx, 16711680
or rdx, rax
mov eax, -16777216
and rax, r8
shl rdx, 16
or rdx, rcx
shl rdx, 16
or rax, rdx
shl rax, 8
or rax, r9
ret 0
which is pretty unfortunate.
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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".
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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
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We don't plan to support host 32-bit ARM execution environments, so this
is essentially dead code.
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vk_shader_decompiler: Implement a SPIR-V decompiler
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sirit is a runtime assembler for SPIR-V
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kernel/svc: Deglobalize the supervisor call handlers
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Adjusts the interface of the wrappers to take a system reference, which
allows accessing a system instance without using the global accessors.
This also allows getting rid of all global accessors within the
supervisor call handling code. While this does make the wrappers
themselves slightly more noisy, this will be further cleaned up in a
follow-up. This eliminates the global system accessors in the current
code while preserving the existing interface.
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kernel: Make handle type declarations constexpr
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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.
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video_core: Implement API agnostic view based texture cache
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Implements an API agnostic texture view based texture cache. Classes
defined here are intended to be inherited by the API implementation and
used in API-specific code.
This implementation exposes protected virtual functions to be called
from the implementer.
Before executing any surface copies methods (defined in API-specific code)
it tries to detect if the overlapping surface is a superset and if it
is, it creates a view. Views are references of a subset of a surface, it
can be a superset view (the same as referencing the whole texture).
Current code manages 1D, 1D array, 2D, 2D array, cube maps and cube map
arrays with layer and mipmap level views. Texture 3D slices views are
not implemented.
If the view attempt fails, the fast path is invoked with the overlapping
textures (defined in the implementer). If that one fails (returning
nullptr) it will flush and reload the texture.
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Correct Fermi Copy on Linear Textures.
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gl_rasterizer: Use ARB_multi_bind to update buffers with a single call per drawcall
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kernel/server_session: Remove obsolete TODOs
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These are holdovers from Citra.
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Remove unnecessary bounding in LD_C
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yuzu/debugger: Remove graphics surface viewer
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This doesn't actually work anymore, and given how long it's been left in
that state, it's unlikely anyone actually seriously used it.
Generally it's preferable to use RenderDoc or Nsight to view surfaces.
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video_core/texures/texture: Remove unnecessary includes
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Avoids dragging in a direct dependency in a header.
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Nothing in this header relies on common_funcs or the memory manager.
This gets rid of reliance on indirect inclusions in the OpenGL caches.
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file_sys: Provide generic interface for accessing game data
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Correct XMAD mode, psl and high_b on different encodings.
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Port citra-emu/citra#4437: "citra-qt: Make hotkeys configurable via the GUI (Attempt 2)"
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* Adds a new Hotkeys tab in the Controls group.
* Double-click a Hotkey to rebind it.
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yuzu/loading_screen: Resolve runtime Qt string formatting warnings
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In our error console, when loading a game, the strings:
QString::arg: Argument missing: "Loading...", 0
QString::arg: Argument missing: "Launching...", 0
would occasionally pop up when the loading screen was running. This was
due to the strings being assumed to have formatting indicators in them,
however only two out of the four strings actually have them.
This only applies the arguments to the strings that have formatting
specifiers provided, which avoids these warnings from occurring.
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gl_backend: Align Pixel Storage
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This commit makes sure GL reads on the correct pack size for the
respective texture buffer.
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Correct LOP_IMM encoding
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We need to ensure dynarmic gets a valid pointer if the page table is
resized (the relevant pointers would be invalidated in this scenario).
In this scenario, the page table can be resized depending on what kind
of address space is specified within the NPDM metadata (if it's
present).
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shader_cache: Permit a Null Shader in case of a bad host_ptr.
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maxwell_3d: Reduce severity of ProcessSyncPoint
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shader_ir: Implement AOFFI for TEX and TLD4
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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core/memory: Minor simplifications to page table management
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Now that nothing actually touches the internal page table aside from the
memory subsystem itself, we can remove the accessor to it.
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Given the page table will always be guaranteed to be that of whatever
the current process is, we no longer need to keep this around.
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Centralizes the page table switching to one spot, rather than making
calling code deal with it everywhere.
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gl_state: Rework to enable individual applies
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gl_shader_disk_cache: Use Zstandard for compression
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kernel/{server_port, server_session}: Return pairs instead of tuples from pair creation functions
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Keeps the return type consistent with the function name. While we're at
it, we can also reduce the amount of boilerplate involved with handling
these by using structured bindings.
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Returns the same type that the function name describes.
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core/memory: Remove unused enum constants
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These are holdovers from Citra and can be removed.
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memory_manager: Improved implementation of read/write/copy block.
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- Fixes graphical issues with Chocobo's Mystery Dungeon EVERY BUDDY!
- Fixes a crash with Mario Tennis Aces
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Implement SyncPoint Register in the GPU.
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kernel/server_session: Provide a GetName() override
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Given server sessions can be given a name, we should allow retrieving
it instead of using the default implementation of GetName(), which would
just return "[UNKNOWN KERNEL OBJECT]".
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common/multi_level_queue: Silence truncation warnings
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Makes the return type consistently uniform (like the intrinsics we're
wrapping). This also conveniently silences a truncation warning within
the kernel multi_level_queue.
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Port citra-emu/citra#4651: "gdbstub: Fix some bugs in IsMemoryBreak() and ServeBreak. Add workaround to let watchpoints break into GDB."
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* gdbstub: fix IsMemoryBreak() returning false while connected to client
As a result, the only existing codepath for a memory watchpoint hit to break into GDB (InterpeterMainLoop, GDB_BP_CHECK, ARMul_State::RecordBreak) is finally taken,
which exposes incorrect logic* in both RecordBreak and ServeBreak.
* a blank BreakpointAddress structure is passed, which sets r15 (PC) to NULL
* gdbstub: DynCom: default-initialize two members/vars used in conditionals
* gdbstub: DynCom: don't record memory watchpoint hits via RecordBreak()
For now, instead check for GDBStub::IsMemoryBreak() in InterpreterMainLoop and ServeBreak.
Fixes PC being set to a stale/unhit breakpoint address (often zero) when a memory watchpoint (rwatch, watch, awatch) is handled in ServeBreak() and generates a GDB trap.
Reasons for removing a call to RecordBreak() for memory watchpoints:
* The``breakpoint_data`` we pass is typed Execute or None. It describes the predicted next code breakpoint hit relative to PC;
* GDBStub::IsMemoryBreak() returns true if a recent Read/Write operation hit a watchpoint. It doesn't specify which in return, nor does it trace it anywhere. Thus, the only data we could give RecordBreak() is a placeholder BreakpointAddress at offset NULL and type Access. I found the idea silly, compared to simply relying on GDBStub::IsMemoryBreak().
There is currently no measure in the code that remembers the addresses (and types) of any watchpoints that were hit by an instruction, in order to send them to GDB as "extended stop information."
I'm considering an implementation for this.
* gdbstub: Change an ASSERT to DEBUG_ASSERT
I have never seen the (Reg[15] == last_bkpt.address) assert fail in practice, even after several weeks of (locally) developping various branches around GDB. Only leave it inside Debug builds.
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video_core/engines: Remove unnecessary inclusions where applicable
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These aren't used externally by anything, so they can be made private
data members.
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Replaces header inclusions with forward declarations where applicable
and also removes unused headers within the cpp file. This reduces a few
more dependencies on core/memory.h
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video_core/memory_manager: Mark a few member functions with the const qualifier
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Given this doesn't actually alter internal state, this can be made a
const member function.
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Now, since we have a const qualified variant of GetPointer(), we can put
it to use in ReadBlock() to retrieve the source pointer that is passed
into memcpy.
Now block reading may be done from a const context.
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Allows retrieving read-only pointers from a const context externally.
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This doesn't modify internal state, so it can be made a const member
function.
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This doesn't modify any internal state, so it can be made a const member
function to allow its use in const contexts.
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file_sys/fsmitm_romfsbuild: Utilize a string_view in romfs_calc_path_hash
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The given string instance doesn't need to be copied entirely, we can
just use a view instead.
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core: Add missing override specifiers where applicable
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Applies the override specifier where applicable. In the case of
destructors that are defaulted in their definition, they can
simply be removed.
This also removes the unnecessary inclusions being done in audin_u and
audrec_u, given their close proximity.
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video_core/gpu_thread: Silence truncation warning in ThreadManager's constructor
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Since c5d41fd812d7eb1a04f36b76c08fe971cee0868c callback parameters were
changed to use an s64 to represent late cycles instead of an int, so
this was causing a truncation warning to occur here. Changing it to s64
is sufficient to silence the warning.
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file_sys/nca_metadata: Remove unnecessary comparison operators for TitleType
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enum class elements from the same enum can already be compared against
one another without the need for explicitly defined comparison
operators.
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service/fsp_srv: Update SaveDataInfo and SaveDataDescriptor structs
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Passing around a 64 byte data struct by value is kind of wasteful,
instead pass a reference to the struct.
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The unknown member here is actually padding due to being passed as a
struct. We can do the same, and remove the need to pop a padding word.
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I realized that I updated the documentation on SwitchBrew a while ago,
but never actually updated the structs within yuzu.
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gl_shader_decompiler: Return early when an operation is invalid
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file_sys/program_metadata: Remove obsolete TODOs
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BitField has been trivially copyable since
e99a14862841841d74be8d0ea9426c2d23546b5e, so we can eliminate these
TODO comments and use ReadObject() directly instead of memcpying the
data.
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gl_shader_decompiler: Rename GenerateTemporal() to GenerateTemporary()
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Temporal generally indicates a relation to time, but this is just
creating a temporary, so this isn't really an accurate name for what the
function is actually doing.
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kernel/svc: Properly sanitize mutex address in WaitProcessWideKeyAtomic
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We need to be checking whether or not the given address is within the
kernel address space or if the given address isn't word-aligned and bail
in these scenarios instead of trashing any kernel state.
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hle/result: Remove unnecessary bitfield entry for ResultCode
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This is a hold over from the 3DS error codes in Citra.
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yuzu/debugger/graphics/graphics_surface: General cleanup
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- Use QStringLiteral where applicable.
- Use const where applicable
- Remove unnecessary precondition check (we already assert the pixbuf
being non null)
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We can utilize qOverload with the signal connections to make the
function deducing a little less ugly.
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Fills in the missing surface types that were marked as unknown. The
order corresponds with the TextureFormat enum within
video_core/texture.h.
We also don't need to all of these strings as translatable (only the
first string, as it's an English word).
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video_core/macro_interpreter: Simplify GetRegister()
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We can just use .at(), which essentially does the same thing, but with
less code.
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Given we already ensure nothing can set the zeroth register in
SetRegister(), we don't need to check if the index is zero and special
case it. We can just access the register normally, since it's already
going to be zero.
We can also replace the assertion with .at() to perform the equivalent
behavior inline as part of the API.
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filesystem: Use a std::string_view in OpenFile()
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Rather than make a full copy of the path, we can just use a string view
and truncate the viewed portion of the string instead of creating a totally
new truncated string.
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gpu_thread: Improve synchronization by using CoreTiming.
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file_sys/control_metadata: Amend naming of members
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Quite a bit of these were out of sync with Switchbrew (and in some cases
entirely wrong). While we're at it, also expand the section of named
members. A segment within the control metadata is used to specify
maximum values for the user, device, and cache storage max sizes and
journal sizes.
These appear to be generally used by the am service (e.g. in
CreateCacheStorage, etc).
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hle/service: Resolve unused variable warnings
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In several places, we have request parsers where there's nothing to
really parse, simply because the HLE function in question operates on
buffers. In these cases we can just remove these instances altogether.
In the other cases, we can retrieve the relevant members from the parser
and at least log them out, giving them some use.
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gl_shader_decompiler: Fix TXQ types
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TXQ returns integer types. Shaders usually do:
R0 = TXQ(); // => int
R0 = static_cast<float>(R0);
If we don't treat it as an integer, it will cast a binary float value as
float - resulting in a corrupted number.
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yuzu/main: Minor adjustments to OnTransferableShaderCacheOpenFile()
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Allows these strings to have no allocation cost when used at runtime.
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Rather than scream that the file doesn't exist, we can clearly state
what specifically doesn't exist, to avoid ambiguity, and make it easier
to understand for non-primary English speakers/readers.
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We can just make the trailing portion of the string part of the
formatting, getting rid of the need to make another temporary string.
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Simplifies the amount of string conversions necessary. We also don't
need to log out what occurs here.
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There's no need to construct a QFile instance just to check for its
existence.
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video_core/renderer_opengl: Remove unnecessary includes
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Quite a few unused includes have built up over time, particularly on
core/memory.h. Removing these includes means the source files including
those files will no longer need to be rebuilt if they're changed, making
compilation slightly faster in this scenario.
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While we're at it, don't use <QtGui> and <QtWidgets> and instead include
exactly which headers we actually need.
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Introduced within 798d76f4c7018174e58702fb06a042dc8c84f0be, this only
really has an effect within header files.
Silences a -Wpragma-once-outside-header warning with clang.
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service/am: Correct behavior of CreateTransferMemoryStorage()
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For whatever reason, shared memory was being used here instead of
transfer memory, which (quite clearly) will not work based off the name
of the function.
This corrects this wonky usage of shared memory.
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Also amend erroneous use of size_t. We should be using u64 here.
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frontend: Open transferable shader cache for a selected game in the gamelist
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Co-Authored-By: FreddyFunk <frederic.laing.development@gmail.com>
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Better LZ4 compression utilization for the disk based shader cache and the yuzu build system
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gl_shader_manager: Remove reliance on a global accessor within MaxwellUniformData::SetFromRegs()
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This isn't used at all in the OpenGL shader cache, so we can remove it's
include here, meaning one less file needs to be recompiled if any
changes ever occur within that header.
core/memory.h is also not used within this file at all, so we can remove
it as well.
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Avoids introducing Maxwell3D into the namespace for everything that
includes the header.
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We can just pass in the Maxwell3D instance instead of going through the
system class to get at it.
This also lets us simplify the interface a little bit. Since we pass in
the Maxwell3D context now, we only really need to pass the shader stage
index value in.
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Previously only one line of the whole comment was in proper Doxygen
formatting.
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kernel/object: Remove unused handle type entry
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The AddressArbiter type isn't actually used, given the arbiter itself
isn't a direct kernel object (or object that implements the wait object
facilities).
Given this, we can remove the enum entry entirely.
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service/am: Implement EnterFatalSection/LeaveFatalSection
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These functions act in tandem similar to how a lock or mutex require a
balanced lock()/unlock() sequence.
EnterFatalSection simply increments a counter for how many times it has
been called, while LeaveFatalSection ensures that a previous call to
EnterFatalSection has occured. If a previous call has occurred (the
counter is not zero), then the counter gets decremented as one would
expect. If a previous call has not occurred (the counter is zero), then
an error code is returned.
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Makes the declaration order of the handling functions consistent with
the handler table itself.
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yuzu/debugger/profiler: Remove unnecessary includes
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Moves includes into the cpp file where necessary. This way,
microprofile-related stuff isn't dumped into other UI-related code when
the dialog header gets included.
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vk_swapchain: Implement a swapchain manager
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kernel/shared_memory: Sanitize supplied size when unmapping
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Nothing from this header is used, so we can remove this include, getting
rid of a dependency on it.
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The kernel makes sure that the given size to unmap is always the same
size as the entire region managed by the shared memory instance,
otherwise it returns an error code signifying an invalid size.
This is similarly done for transfer memory (which we already check for).
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kernel/thread: Minor interface cleanup
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Now that ShouldWait() is a const qualified member function, this one can
be made const qualified as well, since it can handle passing a const
qualified this pointer to ShouldWait().
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Given this is intended as a querying function, it doesn't make sense to
allow the implementer to modify the state of the given thread.
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Previously this was performing a u64 + int sign conversion. When dealing
with addresses, we should generally be keeping the arithmetic in the
same signedness type.
This also gets rid of the static lifetime of the constant, as there's no
need to make a trivial type like this potentially live for the entire
duration of the program.
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The pointed to member is never actually modified, so it can be made
const.
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Like the previous change, this allows Qt to handle proper translations
of the UI buttons, rather than us needing to handle it.
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Makes for shorter code, while also not requiring the buttons to be
directly translated, they'll be handled by Qt itself.
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kernel/svc: Implement svcGetProcessList and svcGetThreadList
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Similarly like svcGetProcessList, this retrieves the list of threads
from the current process. In the kernel itself, a process instance
maintains a list of threads, which are used within this function.
Threads are registered to a process' thread list at thread
initialization, and unregistered from the list upon thread destruction
(if said thread has a non-null owning process).
We assert on the debug event case, as we currently don't implement
kernel debug objects.
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This service function simply copies out a specified number of kernel
process IDs, while simultaneously reporting the total number of
processes.
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kernel/resource_limit: Remove the name member from resource limits
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This doesn't really provide any benefit to the resource limit interface.
There's no way for callers to any of the service functions for resource
limits to provide a custom name, so all created instances of resource
limits other than the system resource limit would have a name of
"Unknown".
The system resource limit itself is already trivially identifiable from
its limit values, so there's no real need to take up space in the object to
identify one object meaningfully out of N total objects.
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kernel/codeset: Make CodeSet's memory data member a regular std::vector
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The use of a shared_ptr is an implementation detail of the VMManager
itself when mapping memory. Because of that, we shouldn't require all
users of the CodeSet to have to allocate the shared_ptr ahead of time.
It's intended that CodeSet simply pass in the required direct data, and
that the memory manager takes care of it from that point on.
This means we just do the shared pointer allocation in a single place,
when loading modules, as opposed to in each loader.
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core/yuzu: Remove enable_nfc setting
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This was initially added to prevent problems from stubbed/not implemented NFC services, but as we never encountered such and as it's only used in a deprecated function anyway, I guess we can just remove it to prevent more clutter of the settings.
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Since C++17, the introduction of deduction guides for locking facilities
means that we no longer need to hardcode the mutex type into the locks
themselves, making it easier to switch mutex types, should it ever be
necessary in the future.
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kernel/process: Report total physical memory used to svcGetInfo slightly better
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Reports the (mostly) correct size through svcGetInfo now for queries to
total used physical memory. This still doesn't correctly handle memory
allocated via svcMapPhysicalMemory, however, we don't currently handle
that case anyways.
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This will be necessary to properly report the used memory size in
svcGetInfo.
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This will be necessary in order to properly report memory usage within
svcGetInfo.
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This will make operating with the process-related SVC commands much
nicer in the future (the parameter representing the stack size in
svcStartProcess is a 64-bit value).
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The kernel always makes sure that the given stack size is aligned to
page boundaries.
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common/thread: Remove unused functions
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Many of these functions are carried over from Dolphin (where they aren't
used anymore). Given these have no use (and we really shouldn't be
screwing around with OS-specific thread scheduler handling from the
emulator, these can be removed.
The function for setting the thread name is left, however, since it can
have debugging utility usages.
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video_core: Amend constructor initializer list order where applicable
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Specifies the members in the same order that initialization would take
place in.
This also silences -Wreorder warnings.
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video_core/{gl_rasterizer, gpu_thread}: Remove unused class variables where applicable
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The pusher instance is only ever used in the constructor of the
ThreadManager for creating the thread that the ThreadManager instance
contains. Aside from that, the member is unused, so it can be removed.
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This member variable is no longer being used, so it can be removed,
removing a dependency on EmuWindow from the rasterizer's interface"
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kernel/scheduler: Minor tidying up
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This was made unused in b404fcdf1443b91ac9994c05ad1fe039fcd9675e, but
the parameter itself wasn't removed.
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Since C++17, we no longer need to explicitly specify the type of the
mutex within the lock_guard. The type system can now deduce these with
deduction guides.
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Resolves a -Wextra-semi warning.
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Based off RE, most of these structure members are register values, which
makes, sense given this service is used to convey fatal errors.
One member indicates the program entry point address, one is a set of
bit flags used to determine which registers to print, and one member
indicates the architecture type.
The only member that still isn't determined is the final member within
the data structure.
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Kernel: Fixes to Arbitration and SignalProcessWideKey Management
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Replace old Thread Queue for a new Multi Level Queue
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kernel/vm_manager: Unify heap allocation/freeing functions
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One behavior that we weren't handling properly in our heap allocation
process was the ability for the heap to be shrunk down in size if a
larger size was previously requested.
This adds the basic behavior to do so and also gets rid of HeapFree, as
it's no longer necessary now that we have allocations and deallocations
going through the same API function.
While we're at it, fully document the behavior that this function
performs.
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Makes it more obvious that this function is intending to stand in for
the actual supervisor call itself, and not acting as a general heap
allocation function.
Also the following change will merge the freeing behavior of HeapFree
into this function, so leaving it as HeapAllocate would be misleading.
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In cases where HeapAllocate is called with the same size of the current
heap, we can simply do nothing and return successfully.
This avoids doing work where we otherwise don't have to. This is also
what the kernel itself does in this scenario.
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Over time these have fallen out of use due to refactoring, so these can
be removed.
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This isn't required anymore, as all the kernel ever queries is the size
of the current heap, not the total usage of it.
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Another holdover from citra that can be tossed out is the notion of the
heap needing to be allocated in different addresses. On the switch, the
base address of the heap will always be managed by the memory allocator
in the kernel, so this doesn't need to be specified in the function's
interface itself.
The heap on the switch is always allocated with read/write permissions,
so we don't need to add specifying the memory permissions as part of the
heap allocation itself either.
This also corrects the error code returned from within the function.
If the size of the heap is larger than the entire heap region, then the
kernel will report an out of memory condition.
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video_core: Add missing override specifiers
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Ensures that the signatures will always match with the base class.
Also silences a few compilation warnings.
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smaphore -> semaphore
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kernel/process: Remove unused AddressMapping struct
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Another leftover from citra that's now no longer necessary.
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core/core_timing: Make callback parameters consistent
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In some cases, our callbacks were using s64 as a parameter, and in other
cases, they were using an int, which is inconsistent.
To make all callbacks consistent, we can just use an s64 as the type for
late cycles, given it gets rid of the need to cast internally.
While we're at it, also resolve some signed/unsigned conversions that
were occurring related to the callback registration.
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kernel/kernel: Remove unnecessary forward declaration
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This is no longer necessary, as ResultVal isn't used anywhere in the
header.
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These don't need to be visible outside of the translation unit, so they
can be enclosed within an anonymous namespace.
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core/hle/kernel: Split transfer memory handling out into its own class
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Similarly, like svcMapTransferMemory, we can also implement
svcUnmapTransferMemory fairly trivially as well.
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Now that transfer memory handling is separated from shared memory, we
can implement svcMapTransferMemory pretty trivially.
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Within the kernel, shared memory and transfer memory facilities exist as
completely different kernel objects. They also have different validity
checking as well. Therefore, we shouldn't be treating the two as the
same kind of memory.
They also differ in terms of their behavioral aspect as well. Shared
memory is intended for sharing memory between processes, while transfer
memory is intended to be for transferring memory to other processes.
This breaks out the handling for transfer memory into its own class and
treats it as its own kernel object. This is also important when we
consider resource limits as well. Particularly because transfer memory
is limited by the resource limit value set for it.
While we currently don't handle resource limit testing against objects
yet (but we do allow setting them), this will make implementing that
behavior much easier in the future, as we don't need to distinguish
between shared memory and transfer memory allocations in the same place.
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set_sys: Implement GetFirmwareVersion(2) for libnx hosversion
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Uses the synthesized system archive 9 (SystemVersion) and reports v5.1.0-0.0
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Migrate off directly modifying CMAKE_* compilation-related flags directly
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Modifying CMAKE_* related flags directly applies those changes to every
single CMake target. This includes even the targets we have in the
externals directory.
So, if we ever increased our warning levels, or enabled particular ones,
or enabled any other compilation setting, then this would apply to
externals as well, which is often not desirable.
This makes our compilation flag setup less error prone by only applying
our settings to our targets and leaving the externals alone entirely.
This also means we don't end up clobbering any provided flags on the
command line either, allowing users to specifically use the flags they
want.
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We generally shouldn't be hijacking CMAKE_CXX_FLAGS, etc as a means to
append flags to the targets, since this adds the compilation flags to
everything, including our externals, which can result in weird issues
and makes the build hierarchy fragile.
Instead, we want to just apply these compilation flags to our targets,
and let those managing external libraries to properly specify their
compilation flags.
This also results in us not getting as many warnings, as we don't raise
the warning level on every external target.
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loader/nso: Minor refactoring
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Makes it impossible to indirectly violate the ODR in some other
translation unit due to these existing.
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Now that the NSO header has the proper size, we can just use sizeof on
it instead of having magic constants.
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This source file was utilizing its own version of the NSO header.
Instead of keeping this around, we can have the patch manager also use
the version of the header that we have defined in loader/nso.h
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The total struct itself is 0x100 (256) bytes in size, so we should be
providing that amount of data.
Without the data, this can result in omitted data from the final loaded
NSO file.
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These correspond to the NSOBuildHeader.
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file_sys/cheat_engine: Remove use of global system accessors
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Instead, pass in the core timing instance and make the dependency
explicit in the interface.
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gpu: Rewrite MemoryManager based on the VMManager implementation.
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- GPU will be released on shutdown, before pages are unmapped.
- On subsequent runs, current_page_table will be not nullptr, but GPU might not be valid yet.
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- Avoid a crash in Octopath Traveler.
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- Avoid a crash in Xenoblade Chronicles 2.
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- Fixes a crash in Puyo Puyo Tetris.
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Revert "Devirtualize Register/Unregister and use a wrapper instead."
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- Fixes graphical issues from transitions in Super Mario Odyssey.
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core/hle/kernel: Make Mutex a per-process class.
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Removes the use of global system accessors, and instead uses the
explicit interface provided.
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Makes it an instantiable class like it is in the actual kernel. This
will also allow removing reliance on global accessors in a following
change, now that we can encapsulate a reference to the system instance
in the class.
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core/memory: Remove unnecessary includes
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In 93da8e0abfcdcc6e3cb5488a0db12373429f1377, the page table construct
was moved to the common library (which utilized these inclusions). Since
the move, nothing requires these headers to be included within the
memory header.
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kernel/vm_manager: Amend flag value for code data
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Makes it more evident that one is for actual code and one is for actual
data. Mutable and static are less than ideal terms here, because
read-only data is technically not mutable, but we were mapping it with
that label.
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This should actually be using the data flags, rather than the code
flags.
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service/am: Add function table for IDebugFunctions
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We already have the service related stuff set up for this, however, it's
missing the function table.
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file_sys: Implement parser and interpreter for game memory cheats
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For rom directories (and by extension, XCI/NSP/NAX/NCA) this is for the NSO with name 'main', for regular NSOs, this is the NSO.
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Used as root for one region of cheats, set by loader
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Uses load/<title_id>/<mod_name>/cheats as root dir, file name is all upper or lower hex first 8 bytes build ID.
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Allows frontend/features to access pressed buttons conveniently as possible
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input_common/sdl: Correct return values within GetPollers implementations
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In both cases, we weren't actually returning anything, which is
undefined behavior.
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Just makes the definitions a little bit more tidy.
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Introduced as a result of #2090, we already define the copy constructor
further down below, so this isn't needed.
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Port citra-emu/citra#4244 and citra-emu/citra#4599: Changes to BitField
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This change needs to be made to get the code compiling again. It was suggested after a conversation with Lioncash.
The conversation can be seen here: https://user-images.githubusercontent.com/20753089/45064197-b6107800-b0b2-11e8-9db8-f696299fb86a.PNG
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This commit it automatically generated by command in zsh:
sed -i -- 's/BitField<\(.*\)_le>/BitField<\1>/g' **/*(D.)
BitField is now aware to endianness and default to little endian. It expects a value representation type without storage specification for its template parameter.
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This is compromise for swap type being used in union. A union has deleted default constructor if it has at least one variant member with non-trivial default constructor, and no variant member of T has a default member initializer. In the use case of Bitfield, all variant members will be the swap type on endianness mismatch, which would all have non-trivial default constructor if default value is specified, and non of them can have member initializer
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The tag can be useful for other type-generic templates like BitFields to forward the endianness specification
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file_sys/content_archive: Amend name of Data_Unknown5 enum entry
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While we're at it, give each entry some documentation.
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common/uint128: Add missing header guard
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core/kernel: Migrate CodeSet to its own source files
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The segment itself isn't actually modified.
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Given this is utilized by the loaders, this allows avoiding inclusion of
the kernel process definitions where avoidable.
This also keeps the loading format for all executable data separate from
the kernel objects.
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When #2247 was created, thread_queue_list.h was the only user of
boost-related code, however #2252 moved the page table struct into
common, which makes use of Boost.ICL, so we need to add the dependency
to the common library's link interface again.
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Fix crash caused by #2238.
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common/thread_queue_list: Remove unnecessary dependency on boost
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We really don't need to pull in several headers of boost related
machinery just to perform the erase-remove idiom (particularly with
C++20 around the corner, which adds universal container std::erase and
std::erase_if, which we can just use instead).
With this, we don't need to link in anything boost-related into common.
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hwopus: Leverage multistream API for decoding regular Opus packets
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After doing a little more reading up on the Opus codec, it turns out
that the multistream API that is part of libopus can handle regular
packets. Regular packets are just a degenerate case of multistream Opus
packets, and all that's necessary is to pass the number of streams as 1
and provide a basic channel mapping, then everything works fine for
that case.
This allows us to get rid of the need to use both APIs in the future
when implementing multistream variants in a follow-up PR, greatly
simplifying the code that needs to be written.
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Port citra-emu/citra#4684: "frontend: qt: fix a freeze where if you click on entry in the game list too fast, citra will hang"
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core/loader: Remove vestigial Linker class
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Given the class is now currently unused, it can be removed.
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Neither the NRO or NSO loaders actually make use of the functions or
members provided by the Linker interface, so we can just remove the
inheritance altogether.
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service/am: Supply remaining missing IAudioController functions
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All this does is supply a new volume level and a fade time in
nanoseconds for the volume transition to occur within.
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Like the other volume setter, this mainly just sets a data member within
the service, nothing too special.
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This function passes in the desired main applet and library applet
volume levels. We can then just pass those values back within the
relevant volume getter functions, allowing us to unstub those as well.
The initial values for the library and main applet volumes differ. The
main applet volume is 0.25 by default, while the library applet volume
is initialized to 1.0 by default in the services themselves.
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fsp_srv: Unstub SetCurrentProcess
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This just acts as a basic setter for a given PID value and performs no
further checking, so we can just store the passed in value.
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input_common/sdl_impl: Minor cleanup in SDLState constructor
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We don't need to universally capture by reference. We specifically just
need to capture the this pointer.
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Specifying the time unit itself is sufficient here.
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kernel/thread: Amend conditional test and assignment within UpdatePriority()
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Aims to disambiguate why each priority instance exists a little bit.
While we're at it, also add an explanatory comment to UpdatePriority().
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This condition was checking against the nominal thread priority, whereas
the kernel itself checks against the current priority instead. We were
also assigning the nominal priority, when we should be assigning
current_priority, which takes priority inheritance into account.
This can lead to the incorrect priority being assigned to a thread.
Given we recursively update the relevant threads, we don't need to go
through the whole mutex waiter list. This matches what the kernel does
as well (only accessing the first entry within the waiting list).
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The kernel keeps the internal waiting list ordered by priority. This is
trivial to do with std::find_if followed by an insertion.
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core: Move PageTable struct into Common.
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gl_rasterizer: Skip zero addr/sized regions on flush/invalidate.
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ipc_helpers: Allow pushing and popping floating-point values
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Certain values that are passed through the IPC buffer are actually
floating point values, not solely integral values.
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kernel/thread: Actually remove the definition of ExitCurrentThread()
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This was intended to be removed in
51d7f6bffcc0498a47abc7de27bf0906fc523dae, but I guess I forgot to
actually save the file like a dingus.
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video_core: Refactor to use MemoryManager interface for all memory access.
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# Conflicts:
# src/video_core/engines/kepler_memory.cpp
# src/video_core/engines/maxwell_3d.cpp
# src/video_core/morton.cpp
# src/video_core/morton.h
# src/video_core/renderer_opengl/gl_global_cache.cpp
# src/video_core/renderer_opengl/gl_global_cache.h
# src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
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memory: Simplify rasterizer cache operations.
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Correct CNTPCT from using CPU Cycles to using Clock Cycles
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kernel/thread: Remove WaitCurrentThread_Sleep() and ExitCurrentThread()
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Puts the operation on global state in the same places as the rest of the
svc calls.
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Rather than make a global accessor for this sort of thing. We can make
it a part of the thread interface itself. This allows getting rid of a
hidden global accessor in the kernel code.
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gpu: Use host address for caching instead of guest address.
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Port citra-emu/citra#3924: "citra_qt: Settings (configuration) rework"
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video_core/morton: Miscellaneous changes
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vk_sampler_cache: Implement a sampler cache
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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kernel/process: Remove use of global system accessors
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Now that we pass in a reference to the system instance, we can utilize
it to eliminate the global accessors in Process-related code.
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gl_rasterizer: Use system instance passed from argument
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renderer_opengl/gl_global_cache: Add missing override specifiers
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The previous code had some minor issues with it, really not a big deal,
but amending it is basically 'free', so I figured, "why not?".
With the standard container maps, when:
map[key] = thing;
is done, this can cause potentially undesirable behavior in certain
scenarios. In particular, if there's no value associated with the key,
then the map constructs a default initialized instance of the value
type.
In this case, since it's a std::shared_ptr (as a type alias) that is
the value type, this will construct a std::shared_pointer, and then
assign over it (with objects that are quite large, or actively heap
allocate this can be extremely undesirable).
We also make the function take the region by value, as we can avoid a
copy (and by extension with std::shared_ptr, a copy causes an atomic
reference count increment), in certain scenarios when ownership isn't a
concern (i.e. when ReserveGlobalRegion is called with an rvalue
reference, then no copy at all occurs). So, it's more-or-less a "free"
gain without many downsides.
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Two of the functions here are overridden functions, so we can append
these specifiers to make it explicit.
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kernel/server_port: Make data members private
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With this, all kernel objects finally have all of their data members
behind an interface, making it nicer to reason about interactions with
other code (as external code no longer has the freedom to totally alter
internals and potentially messing up invariants).
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core/hle/result: Tidy up the base error code result header.
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Previously this was required, as BitField wasn't trivially copyable.
BitField has since been made trivially copyable, so now this isn't
required anymore.
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Gets rid of another holdover from Citra, and describes the OS on the
Switch instead.
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Now that the final stray ErrorDescription member was relocated, we can
finally remove it and its relevant constructor in the ResultCode union.
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Relocates the error code to where it's most related, similar to how all
the other error codes are. Previously we were including a non-generic
error in the main result code header.
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Port various Citra changes to input_common, including deadzone support
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Any SDL invocation can call the even callback on the same thread, which can call GetSDLJoystickBySDLID and eventually cause double lock on joystick_map_mutex. To avoid this, lock guard should be placed as closer as possible to the object accessing code, so that any SDL invocation is with the mutex unlocked
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Changes the interface as well to remove any unique methods that
frontends needed to call such as StartJoystickEventHandler by
conditionally starting the polling thread only if the frontend hasn't
started it already. Additionally, moves all global state into a single
SDLState class in order to guarantee that the destructors are called in
the proper order
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This should make reviewing much easier as you can then see what changed
happened between the old file and the new one
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service/vi: Unstub GetDisplayService
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This function is also supposed to check its given policy type with the
permission of the service itself. This implements the necessary
machinery to unstub these functions.
Policy::User seems to just be basic access (which is probably why vi:u
is restricted to that policy), while the other policy seems to be for
extended abilities regarding which displays can be managed and queried,
so this is assumed to be for a background compositor (which I've named,
appropriately, Policy::Compositor).
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There's no real reason this shouldn't be allowed, given some values sent
via a request can be signed. This also makes it less annoying to work
with popping enum values, given an enum class with no type specifier
will work out of the box now.
It's also kind of an oversight to allow popping s64 values, but nothing
else.
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This didn't really provide much benefit here, especially since the
subsequent change requires that the behavior for each service's
GetDisplayService differs in a minor detail.
This also arguably makes the services nicer to read, since it gets rid
of an indirection in the class hierarchy.
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kernel: Make the address arbiter instance per-process
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Now that we have the address arbiter extracted to its own class, we can
fix an innaccuracy with the kernel. Said inaccuracy being that there
isn't only one address arbiter. Each process instance contains its own
AddressArbiter instance in the actual kernel.
This fixes that and gets rid of another long-standing issue that could
arise when attempting to create more than one process.
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Similar to how WaitForAddress was isolated to its own function, we can
also move the necessary conditional checking into the address arbiter
class itself, allowing us to hide the implementation details of it from
public use.
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Rather than let the service call itself work out which function is the
proper one to call, we can make that a behavior of the arbiter itself,
so we don't need to directly expose those implementation details.
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service/service: Remove unncessary calls to c_str()
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These can just be passed regularly, now that we use fmt instead of our
old logging system.
While we're at it, make the parameters to MakeFunctionString
std::string_views.
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gl_rasterizer: Encapsulate sampler queries into methods
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service/audio/hwopus: Move decoder state to its own class
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Moves the non-multistream specific state to its own class. This will be
necessary to support the multistream variants of opus decoding.
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This indicates the entropy coder's final range.
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This will be utilized by more than just that class in the future. This
also renames it from OpusHeader to OpusPacketHeader to be more specific
about what kind of header it is.
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Makes it impossible to violate the ODR, as well as providing a place for
future changes.
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kernel/scheduler: Pass in system instance in constructor
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Avoids directly relying on the global system instance and instead makes
an arbitrary system instance an explicit dependency on construction.
This also allows removing dependencies on some global accessor functions
as well.
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shader_ir: Remove "extras" from the MetaTexture
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gl_rasterizer_cache: Create texture views for array discrepancies
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When a texture is sampled in a shader with a different array mode than
the cached state, create a texture view and bind that to the shader
instead.
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audio_core/cubeb_sink: Convert _MSC_VER ifdefs to _WIN32
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This behavior also needs to be visible for MinGW builds as well.
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gl_rasterizer: Minor logger changes
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core/settings: Log more setting values
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kernel/hle_ipc: Convert std::shared_ptr IPC header instances to std::optional
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There's no real need to use a shared lifetime here, since we don't
actually expose them to anything else. This is also kind of an
unnecessary use of the heap given the objects themselves are so small;
small enough, in fact that changing over to optionals actually reduces
the overall size of the HLERequestContext struct (818 bytes to 808
bytes).
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This makes the class much more flexible and doesn't make performing
copies with classes that contain a bitfield member a pain.
Given BitField instances are only intended to be used within unions, the
fact the full storage value would be copied isn't a big concern (only
sizeof(union_type) would be copied anyways).
While we're at it, provide defaulted move constructors for consistency.
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video_core/gpu_thread: Silence a -Wreorder warning
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This function didn't have a definition, so we can remove it to prevent
accidentally attempting to use it.
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Moves the data members to satisfy the order they're declared as in the
constructor initializer list.
Silences a -Wreorder warning.
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video_core/gpu: Make GPU's destructor virtual
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Because of the recent separation of GPU functionality into sync/async
variants, we need to mark the destructor virtual to provide proper
destruction behavior, given we use the base class within the System
class.
Prior to this, it was undefined behavior whether or not the destructor
in the derived classes would ever execute.
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maxwell_to_vk: Initial implementation
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Instead of holding a reference that will get invalidated by
dma_pushbuffer.pop(), hold it as a copy. This doesn't have any
performance cost since CommandListHeader is 8 bytes long.
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kernel/shared_memory: Get rid of the use of global accessor functions within Create()
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Given we already pass in a reference to the kernel that the shared
memory instance is created under, we can just use that to check the
current process, rather than using the global accessor functions.
This allows removing direct dependency on the system instance entirely.
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web_browser: Add shortcut to Enter key to exit applet
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Addresses issues where a user in fullscreen could not exit some web applets without leaving fullscreen.
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kernel/client_session, kernel/server_session: Make data members private
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Makes it much nicer to locally reason about server session behavior, as
part of its functionality isn't placed around other classes.
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These can be made private, as they aren't accessed in contexts that
require them to be public.
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yuzu: add a hotkey to switch between undocked and docked mode
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service/audio/audout_u: Only actually stop the audio stream in StopAudioOut if the stream is playing
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The service itself only does further actions if the stream is playing.
If the stream is already stopped, then it just exits successfully.
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Asynchronous GPU command processing
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gl_rasterizer_cache: Move format conversion functions to their own file
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core/hle/ipc: Remove unnecessary includes
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Removes a few inclusion dependencies from the headers or replaces
existing ones with ones that don't indirectly include the required
headers.
This allows removing an inclusion of core/memory.h, meaning that if the
memory header is ever changed in the future, it won't result in
rebuilding the entirety of the HLE services (as the IPC headers are used
quite ubiquitously throughout the HLE service implementations).
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core: Remove the global telemetry accessor function
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With all usages converted off of it, this function can be removed.
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In these cases the system object is nearby, and in the other, the
long-form of accessing the telemetry instance is already used, so we can
get rid of the use of the global accessor.
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We already have the system instance around, so we can use that instead
of the accessor.
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The telemetry instance is actually a member of the class itself, so we
can access it directly instead of going through the global accessor.
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We already pass a reference to the system object to the constructor of the renderer,
so we can just use that instead of using the global accessor functions.
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kernel/address_arbiter: Convert the address arbiter into a class
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Allows getting rid of reliance on the global accessor functions and
instead operating on the provided system instance.
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- Invert conditions into guard clases where applicable.
- Mark std::vector parameter of WakeThreads as const
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Places all of the functions for address arbiter operation into a class.
This will be necessary for future deglobalizing efforts related to both
the memory and system itself.
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hle/service/audio/audout_u: Correct lack of return in failure case of AppendAudioOutBufferImpl()
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| | |_|_|/ / / / / / / / /
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| | | | | | | | | | | | | |
Previously we were overwriting the error case with a success code
further down (which is definitely not what we should be doing here).
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| |/ / / / / / / / / / / /
|/| | | | | | | | | | | | |
yuzu/debugger/wait_tree: Remove use of global CurrentProcess accessor
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| |/ / / / / / / / / / /
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We already have the thread instance that was created under the current
process, so we can just pass the handle table of it along to retrieve
the owner of the mutex.
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svc: Move memory range checking functions to the VMManager class
|
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Significantly tidies up two guard conditionals.
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Makes the interface uniform when it comes to checking various memory
regions.
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| | | | | | | | | | | | |
Provides a bit of a more proper interface for these functions.
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hle/service/audio: Extract audio error codes to a header
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Places all error codes in an easily includable header.
This also corrects the unsupported error code (I accidentally used the
hex value when I meant to use the decimal one).
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video_core/engines: Remove unnecessary includes
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| |/ / / / / / / / / / /
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Removes a few unnecessary dependencies on core-related machinery, such
as the core.h and memory.h, which reduces the amount of rebuilding
necessary if those files change.
This also uncovered some indirect dependencies within other source
files. This also fixes those.
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This isn't needed anymore, according to Hexagon
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This is a TODO carried over from Citra that doesn't apply here.
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Port citra-emu/citra#4630: "Memory: don't lock hle mutex in memory read/write"
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The comment already invalidates itself: neither MMIO nor rasterizer cache belongsHLE kernel state. This mutex has a too large scope if MMIO or cache is included, which is prone to dead lock when multiple thread acquires these resource at the same time. If necessary, each MMIO component or rasterizer should have their own lock.
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gl_rasterizer: Unbind textures but don't apply the gl_state
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Unbinding was required when OpenGL delete operations didn't unbind a
resource if it was bound. This is no longer needed and can be removed.
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logging/backend: Move CreateEntry into the Impl class. Relocate local static to a class variable
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Moves local global state into the Impl class itself and initializes it
at the creation of the instance instead of in the function.
This makes it nicer for weakly-ordered architectures, given the
CreateEntry() class won't need to have atomic loads executed for each
individual call to the CreateEntry class.
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This function is only ever used within this source file and makes it
easier to remove static state in the following change.
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web_service: Remove unnecessary inclusions
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Reduces the potential amount of rebuilding necessary if any headers
change. In particular, we were including a header from the core library
when we don't even link the core library to the web_service library, so
this also gets rid of an indirect dependency.
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Port citra-emu/citra#4647: "citra_qt/main: make SPEED_LIMIT_STEP static constexpr"
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MSVC does not seem to like using constexpr values in a lambda that were declared outside of it.
Previously on MSVC build the hotkeys to inc-/decrease the speed limit were not working correctly because in the lambda the SPEED_LIMIT_STEP had garbage values.
After googling around a bit I found: https://github.com/codeplaysoftware/computecpp-sdk/issues/95 which seems to be a similar issue.
Trying the suggested fix to make the variable static constexpr also fixes the bug here.
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vk_buffer_cache: Fix clang-format
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fuck git for ruining my day, I will learn but I will not forgive
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vk_buffer_cache: Implement a buffer cache
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This buffer cache is just like OpenGL's buffer cache with some minor
style changes. It uses VKStreamBuffer.
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yuzu/compatdb: Remove unused lambda capture
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Silences a compiler warning with clang.
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service/audio: Provide an implementation of ExecuteAudioRendererRendering
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This service function appears to do nothing noteworthy on the switch.
All it does at the moment is either return an error code or abort the
system. Given we obviously don't want to kill the system, we just opt
for always returning the error code.
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This currently has the same behavior as the regular
OpenAudioRenderer API function, so we can just move the code within
OpenAudioRenderer to an internal function that both service functions
call.
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service/hid: Amend forward declaration of ServiceManager
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The SM namespace is within the Service namespace, so this was forward
declaring a type that didn't exist.
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vk_stream_buffer: Implement a stream buffer
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This manages two kinds of streaming buffers: one for unified memory
models and one for dedicated GPUs. The first one skips the copy from the
staging buffer to the real buffer, since it creates an unified buffer.
This implementation waits for all fences to finish their operation
before "invalidating". This is suboptimal since it should allocate
another buffer or start searching from the beginning. There is room for
improvement here.
This could also handle AMD's "pinned" memory (a heap with 256 MiB) that
seems to be designed for buffer streaming.
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Improve the Accuracy of the Rasterizer Cache through a Texception Pass
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gl_rasterizer/vk_memory_manager: Silence -Wreorder warnings
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Reorders members in the order that they would actually be initialized
in. Silences a -Wreorder warning.
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Orders the members in the order they would actually be initialized in.
Silences a -Wreorder warning.
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maxwell_3d: Use std::bitset to manage dirty flags
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- Memory::MapPages total samplecount was reduced from 4.6% to 1.06%.
- From main menu into the game from 1.03% to 0.35%
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cubeb now requires that COM explicitly be initialized on the thread
prior to calling cubeb_init.
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audio_core/audio_renderer: Provide names for some parameters of AudioRendererParameter
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Provides names for previously unknown entries (aside from the two u8
that appear to be padding bytes, and a single word that also appears
to be reserved or padding).
This will be useful in subsequent changes when unstubbing behavior related
to the audio renderer services.
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core/frontend/emu_window: Make ClipToTouchScreen a const member function
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This member function doesn't modify instance state, so it can have the
const specifier applied to it.
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kernel/handle_table: Allow process capabilities to limit the handle table size
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Makes immutable state explicit.
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The kernel allows restricting the total size of the handle table through
the process capability descriptors. Until now, this functionality wasn't
hooked up. With this, the process handle tables become properly restricted.
In the case of metadata-less executables, the handle table will assume
the maximum size is requested, preserving the behavior that existed
before these changes.
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Directly initializes members where applicable.
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Avoids implicit truncation warnings from u32 -> u16 (the truncation is
desirable behavior here).
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common: Move Quaternion, Rectangle, Vec2, Vec3, and Vec4 into the Common namespace
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These types are within the common library, so they should be within the
Common namespace.
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These types are within the common library, so they should be using the
Common namespace.
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Quaternion is within the common library, so it should be using the
Common namespace.
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This is only necessary in headers. Silences a warning with clang.
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file_sys/vfs_vector: Fix ignored offset on Write
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service/vi: Update IManagerDisplayService's function table
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Amends it to add the 7.0.0+ CreateStrayLayer function.
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audio_core: Resolve compilation warnings
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Ensures that all member variables are initialized in a deterministic
manner across the board.
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CubebSinkStream inherits from a base class with a virtual destructor, so
override can be appended to CubebSinkStream's destructor.
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The name of the parameter was shadowing the member variable of the same
name. Instead, alter the name of the parameter to prevent said
shadowing.
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The assignments here were performing an implicit truncation from int to
s16. Make it explicit that this is desired behavior.
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shader_decompiler: Improve Accuracy of Attribute Interpolation.
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rasterizer_cache_gl: Only do fast layered copy on the same format.
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glCopyImageSubData does not support different formats.
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Port citra-emu/citra#4655: "Remove GCC version checks"
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Citra can't be compiled using GCC <7 because of required C++17 support, so these version checks don't need to exist anymore.
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service/vi: Convert Display and Layer structs into classes
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The NVFlinger service is already passed into services that need to
guarantee its lifetime, so the BufferQueue instances will already live
as long as they're needed. Making them std::shared_ptr instances in this
case is unnecessary.
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Like the previous changes made to the Display struct, this prepares the
Layer struct for changes to its interface. Given Layer will be given
more invariants in the future, we convert it into a class to better
signify that.
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With the display and layer structures relocated to the vi service, we
can begin giving these a proper interface before beginning to properly
support the display types.
This converts the display struct into a class and provides it with the
necessary functions to preserve behavior within the NVFlinger class.
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video_core/dma_pusher: The full list of headers at once.
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As fetching command list headers and and the list of command headers is a fixed 1:1 relation now, they can be implemented within a single call.
This cleans up the Step() logic quite a bit.
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Fetching every u32 from memory leads to a big overhead. So let's fetch all of them as a block if possible.
This reduces the Memory::* calls by the dma_pusher by a factor of 10.
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vk_scheduler: Implement a scheduler
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The scheduler abstracts command buffer and fence management with an
interface that's able to do OpenGL-like operations on Vulkan command
buffers.
It returns by value a command buffer and fence that have to be used for
subsequent operations until Flush or Finish is executed, after that the
current execution context (the pair of command buffers and fences) gets
invalidated a new one must be fetched. Thankfully validation layers will
quickly detect if this is skipped throwing an error due to modifications
to a sent command buffer.
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gl_rasterizer_cache: Fixup parameter order in layered swizzle
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VKMemoryCommitImpl was using as the end of its interval "begin + end".
That ended up wasting memory.
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vk_memory_manager: Implement memory manager
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A memory manager object handles the memory allocations for a device. It
allocates chunks of Vulkan memory objects and then suballocates.
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gl_state: Synchronize gl_state even when state is disabled
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There are some potential edge cases where gl_state may fail to track the
state if a related state changes while the toggle is disabled or it
didn't change. This addresses that.
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video_core: Remove usages of System::GetInstance() within the engines
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Avoids the use of the global accessor in favor of explicitly making the
system a dependency within the interface.
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* Fixes Unicode Key File Directories
Adds code so that when loading a file it converts to UTF16 first, to
ensure the files can be opened. Code borrowed from FileUtil::Exists.
* Update src/core/crypto/key_manager.cpp
Co-Authored-By: Jungorend <Jungorend@users.noreply.github.com>
* Update src/core/crypto/key_manager.cpp
Co-Authored-By: Jungorend <Jungorend@users.noreply.github.com>
* Using FileUtil instead to be cleaner.
* Update src/core/crypto/key_manager.cpp
Co-Authored-By: Jungorend <Jungorend@users.noreply.github.com>
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These are more closely related to the vi service as opposed to the
intermediary nvflinger.
This also places them in their relevant subfolder, as future changes to
these will likely result in subclassing to represent various displays
and services, as they're done within the service itself on hardware.
The reasoning for prefixing the display and layer source files is to
avoid potential clashing if two files with the same name are compiled
(e.g. if 'display.cpp/.h' or 'layer.cpp/.h' is added to another service
at any point), which MSVC will actually warn against. This prevents that
case from occurring.
This also presently coverts the std::array introduced within
f45c25aabacc70861723a7ca1096a677bd987487 back to a std::vector to allow
the forward declaration of the Display type. Forward declaring a type
within a std::vector is allowed since the introduction of N4510
(http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4510.html) by
Zhihao Yuan.
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vk_resource_manager: Implement fence and command buffer allocator
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Handles a pool of resources protected by fences. Manages resource
overflow allocating more resources.
This class is intended to be used through inheritance.
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CommitFence iterates a pool of fences until one is found. If all fences
are being used at the same time, allocate more.
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A fence watch is used to keep track of the usage of a fence and protect
a resource or set of resources without having to inherit from their
handlers.
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Fences take ownership of objects, protecting them from GPU-side or
driver-side concurrent access. They must be commited from the resource
manager. Their usage flow is: commit the fence from the resource
manager, protect resources with it and use them, send the fence to an
execution queue and Wait for it if needed and then call Release. Used
resources will automatically be signaled when they are free to be
reused.
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VKResource is an interface that gets signaled by a fence when it is free
to be reused.
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audio_core/buffer: Make const and non-const getter for samples consistent
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This way proper const/non-const selection can occur.
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address_arbiter: Use nested namespaces where applicable
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A fairly trivial change. Other sections of the codebase use nested
namespaces instead of separate namespaces here. This one must have just
been overlooked.
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renderer_opengl: respect the sRGB colorspace for the screenshot feature
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Previously, we were completely ignoring for screenshots whether the game uses RGB or sRGB.
This resulted in screenshot colors that looked off for some titles.
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Port citra-emu/citra#4197: "threadsafe_queue: Add PopWait and use it where possible "
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core_timing: De-globalize core_timing facilities
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Gets rid of the largest set of mutable global state within the core.
This also paves a way for eliminating usages of GetInstance() on the
System class as a follow-up.
Note that no behavioral changes have been made, and this simply extracts
the functionality into a class. This also has the benefit of making
dependencies on the core timing functionality explicit within the
relevant interfaces.
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gl_rasterizer_cache: Get rid of variable shadowing
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Avoids shadowing the members of the struct itself, which results in a
-Wshadow warning.
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gl_shader_decompiler: Re-implement TLDS lod
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vulkan: Add dependencies and device abstraction
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VKDevice contains all the data required to manage and initialize a
physical device. Its intention is to be passed across Vulkan objects to
query device-specific data (for example the logical device and the
dispatch loader).
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This file is intended to be included instead of vulkan/vulkan.hpp. It
includes declarations of unique handlers using a dynamic dispatcher
instead of a static one (which would require linking to a Vulkan
library).
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core_timing: Make EmptyTimedCallback a local variable
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Given this is only used in one place, it can be moved closest to its
usage site.
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threadsafe_queue: Remove NeedSize template parameter
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Makes it consistent with the regular standard containers in terms of
size representation. This also gets rid of dependence on our own
type aliases, removing the need for an include.
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The necessity of this parameter is dubious at best, and in 2019 probably
offers completely negligible savings as opposed to just leaving this
enabled. This removes it and simplifies the overall interface.
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Implement BGRA8 framebuffer format
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We already store a reference to the system instance that the renderer is
created with, so we don't need to refer to the system instance via
Core::System::GetInstance()
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core_timing: Rename CoreTiming namespace to Core::Timing
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Places all of the timing-related functionality under the existing Core
namespace to keep things consistent, rather than having the timing
utilities sitting in its own completely separate namespace.
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kepler_compute: Fixup assert and rename the engine
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When I originally added the compute assert I used the wrong
documentation. This addresses that.
The dispatch register was tested with homebrew against hardware and is
triggered by some games (e.g. Super Mario Odyssey). What exactly is
missing to get a valid program bound by this engine requires more
investigation.
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Fix incorrect value for CC bit in IADD
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Corrected F2I None mode to RoundEven.
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shader_ir: Clean texture management code
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This was originally included because texture operations returned a vec4.
These operations now return a single float and the F4 prefix doesn't
mean anything.
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Previous code relied on GLSL parameter order (something that's always
ill-formed on an IR design). This approach passes spatial coordiantes
through operation nodes and array and depth compare values in the the
texture metadata. It still contains an "extra" vector containing generic
nodes for bias and component index (for example) which is still a bit
ill-formed but it should be better than the previous approach.
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gl_rasterizer: Implement a more accurate fermi 2D copy.
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- This is a blit, use the blit registers.
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nvdisp_disp0: change drawing message log level from Warning to Trace
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This is a leftover from the early yuzu days.
We shouldn't log every time when we are drawing by default, so let's change the log level to Trace.
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These parameters were declared as constants and passed to glTextureView
but then they were removed on a rabase. This addresses that mistake.
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shader/track: Add a more permissive global memory tracking
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Some games search conditionally use global memory instructions. This
allows the heuristic to search inside conditional nodes for the source
constant buffer.
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It's not always used as a basic block. Rename it for consistency.
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Some games call LDG at the top of a basic block, making the tracking
heuristic to fail. This commit lets the heuristic the decoded nodes as a
whole instead of per basic blocks.
This may lead to some false positives but allows it the heuristic to
track cases it previously couldn't.
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Port citra-emu/citra#4603: "gdbstub: only let Execute breakpoints write/restore BKPT opcodes into target memory"
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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i965 (and probably all mesa drivers) require GL_PROGRAM_SEPARABLE when using
glProgramBinary. This is probably required by the standard but it's ignored by
permisive proprietary drivers.
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maxwell_3d: Allow texture handles with TIC id zero
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Also remove "enabled" field from Tegra::Texture::FullTextureInfo because
it would become unused.
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gl_rasterizer: Use DSA for textures and move swizzling to texture state
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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Port citra-emu/citra#4586: "Use QPixmap/QIcon for background color selection button"
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Port citra-emu/citra#4583: "citra_qt: Fix saving screenshot when no file extension is provided"
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service/nvflinger, service/vi: Improve error case handling
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Converts many of the Find* functions to return a std::optional<T> as
opposed to returning the raw return values directly. This allows
removing a few assertions and handles error cases like the service
itself does.
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This member function doesn't actually modify instance state, so it can
be marked as a const member function.
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This was missed within #2075. Renames the member function to make it
consistent with the rest of the Find* functions.
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QT: Fix the loading screen 'H' switch logo to not glitch out
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video_core/texture: Fix BitField size for depth_minus_one
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shader_ir/memory: Add LD_L 64 bits loads
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Fix TXQ not using the component mask.
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Co-Authored-By: FernandoS27 <fsahmkow27@gmail.com>
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shader_ir: Unify constant buffer offset values
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Constant buffer values on the shader IR were using different offsets if
the access direct or indirect. cbuf34 has a non-multiplied offset while
cbuf36 does. On shader decoding this commit multiplies it by four on
cbuf34 queries.
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hwopus: Implement DecodeInterleaved (the newest variant)
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This functions almost identically to DecodeInterleavedWithPerfOld,
however this function also has the ability to reset the decoder context.
This is documented as a potentially desirable thing in the libopus
manual in some circumstances as it says for the OPUS_RESET_STATE ctl:
"This should be called when switching streams in order to prevent the
back to back decoding from giving different result from one at a time
decoding."
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Keeps the logic in one spot for use by both functions.
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This doesn't really offer anything over the use of a direct pointer, so
we can just use that instead.
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Makes non-mutable state more explicit.
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Filled in via information provided by SwitchBrew.
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gl_rasterizer: Workaround invalid zeta clears
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Some games (like Xenoblade Chronicles 2) clear both depth and stencil
buffers while there's a depth-only texture attached (e.g. D16 Unorm).
This commit reads the zeta format of the bound surface on
ConfigureFramebuffers and returns if depth and/or stencil attachments
were set. This is ignored on DrawArrays but on Clear it's used to just
clear those attachments, bypassing an OpenGL error.
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kernel: Remove the Timer class
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A holdover from citra, the Horizon kernel on the switch has no
prominent kernel object that functions as a timer. At least not
to the degree of sophistication that this class provided.
As such, this can be removed entirely. This class also wasn't used at
all in any meaningful way within the core, so this was just code sitting
around doing nothing. This also allows removing a few things from the
main KernelCore class that allows it to use slightly less resources
overall (though very minor and not anything really noticeable).
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service: Update function tables
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Updates function tables based off information provided by SwitchBrew
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Updates function tables based off information provided by SwitchBrew
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Updates function tables based off information provided by SwitchBrew.
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| | | | | | |
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Updates function tables based off information provided by SwitchBrew.
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| | | | | | |
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Updates function tables based off information provided by SwitchBrew.
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Updates function tables based off information provided by SwitchBrew
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Updates function tables based off information provided by SwitchBrew.
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Updates the function tables based off information on SwitchBrew. Gets
rid of a swath of unknown names.
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kernel/wait_object: Devirtualize functions related to manipulating the thread list directly
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No inheritors of the WaitObject class actually make use of their own
implementations of these functions, so they can be made non-virtual.
It's also kind of sketchy to allow overriding how the threads get added
to the list anyways, given the kernel itself on the actual hardware
doesn't seem to customize based off this.
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This implementation just calls the base class variant of the function,
so this isn't necessary.
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This just calls the base variant of the function, so it can be removed.
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service/nvflinger: Minor renaming changes
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This member function doesn't actually modify instance state, so it can
be const-qualified.
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This more accurately describes what the function is actually attempting
to do (it's not a simple trivial getter).
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video_core/dma_pusher: Silence C4828 warnings
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This was previously causing:
warning C4828: The file contains a character starting at offset 0xa33
that is illegal in the current source character set (codepage 65001).
warnings on Windows when compiling yuzu.
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Add more info into textures' object labels
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gl_shader_cache: Fix texture view for cubemaps as cubemap arrays
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Cubemaps are considered layered and to create a texture view the texture
mustn't be a layered texture, resulting in cubemaps being bound as
cubemap arrays. To fix this issue this commit introduces an extra
surface parameter called "is_array" and uses this to query for texture
view creation.
Now that texture views for cubemaps are actually being created, this
also fixes the number of layers created for the texture view (since they
have to be 6 to create a texture view of cubemaps).
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service/nvflinger: Add the null display type
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In addition to the default, external, EDID, and internal displays,
there's also a null display provided as well, which as the name
suggests, does nothing but discard all commands given to it. This is
provided for completeness.
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Opening a display isn't really a thing to warn about. It's an expected
thing, so this can be a debug log. This also alters the string to
indicate the display name better.
Opening "Default" display reads a little nicer compared to Opening
display Default.
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Makes non-mutable state more explicit.
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The built-in set of displays is fixed, so we can utilize an array
instead of a vector here.
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* Implemented the puller semaphore operations.
* Nit: Fix 2 style issues
* Nit: Add Break to default case.
* Fix style.
* Update for comments. Added ReferenceCount method
* Forgot to remove GpuSmaphoreAddress union.
* Fix the clang-format issues.
* More clang formatting.
* two more white spaces for the Clang formatting.
* Move puller members into the regs union
* Updated to use Memory::WriteBlock instead of Memory::Write*
* Fix clang style issues
* White space clang error
* Removing unused funcitons and other pr comment
* Removing unused funcitons and other pr comment
* More union magic for setting regs value.
* union magic refcnt as well
* Remove local var
* Set up the regs and regs_assert_positions up properly
* Fix clang error
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This is kind of a large hole in the API, given we allow popping signed
values. This fixes that.
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video_core/shader: Minor changes
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Given we're in the area, these are three trivial typos that can be
corrected.
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Orders the class members in the same order that they would actually be
initialized in. Gets rid of two compiler warnings.
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std::moveing a local variable in a return statement has the potential to
prevent copy elision from occurring, so this can just be converted into
a regular return.
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This quite literally functions as a basic setter. No other error
checking or anything (since there's nothing to really check against).
With this, it completes the pm:bm interface in terms of functionality.
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Just minor tidying of interfaces.
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This appears to be a vestigial API function that's only kept around for
compatibility's sake, given the function only returns a success error
code and exits.
Since that's the case, we can remove the stubbed notification from the
log, since doing nothing is technically the correct behavior in this
case.
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kernel/svc: Log out uncaught C++ exceptions from svcBreak
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Looking into the implementation of the C++ standard facilities that seem
to be within all modules, it appears that they use 7 as a break reason
to indicate an uncaught C++ exception.
This was primarily found via the third last function called within
Horizon's equivalent of libcxxabi's demangling_terminate_handler(),
which passes the value 0x80000007 to svcBreak.
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video_core: Silent implicit conversion warning
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According to documentation, if the argument of std::exp is zero, one is returned.
However we want the return value to be also zero in this case so no audio is played.
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video_core: Replace gl_shader_decompiler with an IR based decompiler
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.
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Commercial games assume that this value is 1 but they never set it. On
the other hand nouveau manually sets this register. On
ConfigureFramebuffers we were asserting for what we are actually
implementing (according to envytools).
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yuzu/configuration: Remove unnecessary inclusions where applicable
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Allows removing the inclusion of the main input common header from the
UI config header.
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QT Frontend: Add a Loading screen with progressbar
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With shader caches on the horizon, one requirement is to provide visible
feedback for the progress. The shader cache reportedly takes several
minutes to load for large caches that were invalidated, and as such we
should provide a loading screen with progress.
Adds a loading screen widget that will be shown until the first frame of
the game is swapped. This was chosen in case shader caches are not being
used, several games still take more than a few seconds to launch and
could benefit from a loading screen.
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gl_rasterizer_cache: Use dirty flags for framebuffers
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gl_rasterizer: Use DSA for VAOs and buffers
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There is a bug on Intel's blob driver where it fails to properly build a
vertex array object if it's not bound even after creating it with
glCreateVertexArrays. This workaround binds it after creating it to
bypass the issue.
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yuzu/configuration/configure_web: Amend verification string
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'this' isn't actually used within the lambda, since what we need
from the class is already assigned within the capture section of
the lambda.
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It's a common UI pattern to use an ellipsis to indicate an ongoing
action, rather than just specifying the word by itself.
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loader: Add getters for application banner and logo
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yuzu/web_browser: Minor cleanup
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Gets rid of a few indirect inclusions.
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This is a function that definitely doesn't always have a non-modifying
behavior across all implementations, so this should be made non-const.
This gets rid of the need to mark data members as mutable to work around
the fact mutating data members needs to occur.
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Avoids the need to potentially reallocate the contained callbacks.
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These currently aren't used by anything other than the QtWebBrowser
class itself, and can be made private.
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gl_rasterizer: Silent unsafe mix warning
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This isn't used at all, so we can just get rid of it.
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game_list: Remove a reference of a reference
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settings: Add support for setting the RTC manually
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Stored as signed seconds since epoch.
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applets: Implement HLE web browser applet (LibAppletOff)
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Using a custom reimplementation of QWebEngineView and an injector script.
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Needed for manual RomFS extraction, as Full generates an extra directory and Truncated generates variable results.
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gl_shader_cache: Use dirty flags for shaders
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service/vi: Unstub IApplicationDisplayService's SetLayerScalingMode
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These values are not equivalent, based off RE. The internal value is put
into a lookup table with the following values:
[3, 0, 1, 2, 4]
So the values absolutely do not map 1:1 like the comment was indicating.
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Avoids entangling the IPC buffer appending with the actual operation of
converting the scaling values over. This also inserts the proper error
handling for invalid scaling values.
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This appears to only check if the scaling mode can actually be
handled, rather than actually setting the scaling mode for the layer.
This implements the same error handling performed on the passed in
values.
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qt: Move profile manager to own UI tab
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gl_rasterizer_cache: Use GL_STREAM_COPY for PBOs
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Since the data is doing the path CPU -> GPU -> GPU copy is the most
approximate hint. Using GL_STREAM_DRAW generated a performance warning
on Nvidia's stack. Changing this hint removed the warning.
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service/vi: Correct reported dimensions from IApplicationDisplayService's GetDisplayResolution()
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Within the actual service, it makes no distinguishing between docked and
undocked modes. This will always return the constants values reporting
1280x720 as the dimensions.
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Return no application area when games try to open an application area
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This will prompt CreateApplicationArea
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Proper no message handling for AM::PopMessage
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When we have no messages, we should be returning an error code.
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Pulse is considered a hack and nothing should be using it. We should completely remove it
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service/vi: Minor updates and corrections to the DisplayInfo struct
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Based off RE, it appears that almost all display types seem to use
1920x1080 except for a few (null display, edid display).
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It appears that the two members indicate whether a display has a bounded
number of layers (and if set, the second member indicates the total
number of layers).
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Upon investigating the issue with #1878, I found that games are the ones who handle the vsync event resetting and not us.
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service/vi: Implement OpenDefaultDisplay in terms of OpenDisplay
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Internally within the vi services, this is essentially all that
OpenDefaultDisplay does, so it's trivial to just do the same, and
forward the default display string into the function.
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service/vi: Implement SetDisplayEnabled()
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This IPC command is simply a stub inside the actual service itself, and
just returns a successful error code regardless of input. This is likely
only retained in the service interface to not break older code that relied
upon it succeeding in some way.
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qt: Add setting to prompt for user on game boot
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Using the QtProfileSelectorDialog, this implementation is trivial. This mimics the real switch behavior of asking which user on every game boot, but it is default disabled as that might get inconvenient.
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| |_|/ / / / /
|/| | | | | | |
qt: Use ProfileSelectionDialog when selecting user for save data
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This allows us to present a much nicer UI to the user over a simple combo box and is made easy with the modular nature of the profile-selection applet frontend.
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service/vi: Log more information where applicable
|
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| |/| | | |
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In many cases, we didn't bother to log out any of the popped data
members. This logs them out to the console within the logging call to
provide more contextual information.
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| | | | | | | |
gl_rasterizer_cache: Texture view if shader samples array but OGL is not
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| | |/ / / /
| |/| | | |
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| | | | | |
| | | | | |
| | | | | |
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When a shader samples a texture array but that texture in OpenGL is
created without layers, use a texture view to increase the texture
hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a
GL_TEXTURE_2D_ARRAY view.
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| | | | | | |
| | | | | | | |
Port citra-emu/citra#4187: "Qt/Configure: Use sidebar to divide tabs into smaller groups"
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| |/ / / / / |
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| | | | | | |
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yuzu: Fix truncation warnings within UI code
|
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| | | | | | |
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The QPixmap API expects an unsigned int.
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| |/| | | | |
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|/ / / / /
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| | | | |
| | | | | |
Gets rid of a few unnecessary header dependencies in some source files.
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arm_interface: Minor cleanup
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Makes it consistent with the rest of the includes.
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| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This function doesn't modify instance state, so it can be made const.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Two of these variables have fixed values, so we can make that
immediately obvious from the get-go.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Namespaces don't require the use of a semicolon. Silences a -Wextra-semi
warning.
|
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| | | | | |
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| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This is a bounds check to ensure that the thread priority is within the
valid range of 0-64. If it exceeds 64, that doesn't necessarily mean
that an actual priority of 64 was expected (it actually means whoever
called the function screwed up their math).
Instead clarify the message to indicate the allowed range of thread
priorities.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Now that we handle the kernel capability descriptors we can correct
CreateThread to properly check against the core and priority masks
like the actual kernel does.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Makes them consistent with their kernel capability counterparts.
|
|/ / / / /
| | | | |
| | | | |
| | | | |
| | | | | |
Rather than use a switch here, this can be collapsed into a simple range
check, which is a little easier on the eyes.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
kernel/process: Start the main thread using the specified ideal core
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This matches kernel behavior in that processes are started using their
specified ideal core, rather than always starting on core 0.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This makes the naming more closely match its meaning. It's just a
preferred core, not a required default core. This also makes the usages
of this term consistent across the thread and process implementations.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This function isn't a general purpose function that should be exposed to
everything, given it's specific to initializing the main thread for a
Process instance.
Given that, it's a tad bit more sensible to place this within
process.cpp, which keeps it visible only to the code that actually needs
it.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Print backtrace on svcBreak
|
| | | | | | | |
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Added to both dynarmic and unicorn
|
| | |_|_|/ /
| |/| | | |
| | | | | |
| | | | | | |
When we get an svcBreak we get a backtrace now
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
service/time: Minor cleanup
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Moves some variables closer to their actual usage sites.
|
| | | | | | | |
|
|/ / / / / /
| | | | | |
| | | | | |
| | | | | | |
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
|
|\ \ \ \ \ \
| |_|_|_|/ /
|/| | | | | |
audio_core: Convert LOG_CRITICAL + UNREACHABLE over to UNIMPLEMENTED/UNIMPLEMENTED_MSG
|
| | |/ / /
| |/| | |
| | | | |
| | | | |
| | | | |
| | | | | |
These two macros being used in tandem were used prior to the
introduction of UNIMPLEMENTED and UNIMPLEMENTED_MSG. This provides
equivalent behavior, just with less typing/reading involved.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
file_sys/program_metadata: Print out more descriptive address space descriptions
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Provides extra information that makes it easier to tell if an executable
being run is using a 36-bit address space or a 39-bit address space.
While we don't support AArch32 executables yet, this also puts in
distinguishing information for the 32-bit address space types as well.
|
|/ / / /
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
In all cases that these functions are needed, the VMManager can just be
retrieved and used instead of providing the same functions in Process'
interface.
This also makes it a little nicer dependency-wise, since it gets rid of
cases where the VMManager interface was being used, and then switched
over to using the interface for a Process instance. Instead, it makes
all accesses uniform and uses the VMManager instance for all necessary
tasks.
All the basic memory mapping functions did was forward to the Process'
VMManager instance anyways.
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
kernel: Handle kernel capability descriptors
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
While we're at it, we can also toss out the leftover capability parsing
from Citra.
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
This just specifies the handle table size. There's also a section of
reserved bits that are checked against.
|
| | | | | |
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Similar to the service capability flags, however, we currently don't
emulate the GIC, so this currently handles all interrupts as being valid
for the time being.
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Handles the priority mask and core mask flags to allow building up the
masks to determine the usable thread priorities and cores for a kernel
process instance.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
We've had the old kernel capability parser from Citra, however, this is
unused code and doesn't actually map to how the kernel on the Switch
does it. This introduces the basic functional skeleton for parsing
process capabilities.
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Improve Zero flag implementation
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
hid: Fix SetNpadJoyHoldType and improve logging.
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
npad: Remove code to invert input in horizontal mode.
|
| | |_|_|_|/ /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
- This was incorrect, the game appears to handle this for us.
- Fixes horizontal mode with Puyo Puyo Tetris and Super Mario Odyssey.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
kernel/vm_manager: Reset region attributes when unmapping a VMA
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Like the other members related to memory regions, the attributes need to
be reset back to their defaults as well.
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
These functions come in a pair and are needed by Smash Ultimate, Minecraft, and Skyrim, amongst others.
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This stores a file in the save directory called '.yuzu_save_size' which stores the two save sizes (normal area and journaled area) sequentially as u64s.
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Serves no actual purpose in this instance besides making NACP's copy assignment deleted, which is not intended behavior.
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Allows these functions to compile when T is not u8.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
renderer_opengl: Correct forward declaration of FramebufferLayout
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
This is actually a struct, not a class, which can lead to compilation
warnings.
|
|\ \ \ \ \ \ \ \ \
| |_|/ / / / / / /
|/| | | | | | | | |
configure_per_general: Mark UI strings as translatable in the constructor
|
| |/ / / / / / /
| | | | | | | |
| | | | | | | |
| | | | | | | | |
These are user-facing strings, so they should be translatable.
|
|/ / / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Calling tr() from a file-scope array isn't advisable, since it can be
executed before the Qt libraries are even fully initialized, which can
lead to crashes.
Instead, the translatable strings should be annotated, and the tr()
function should be called at the string's usage site.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
* Fixed shader linking error due to TLDS
coord should be coords
* Fix remaining coords
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
svc: Implement SetThreadActivity (thread suspension)
|
| | | | | | | | |
|
| | | | | | | | |
|
| |/ / / / / /
|/| | | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
Port citra-emu/citra#4164: "citra_qt, video_core: Screenshot functionality"
|
| | |_|_|_|_|/
| |/| | | | |
| | | | | | |
| | | | | | | |
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
common/quaternion: Ensure that w is always initialized
|
| | |_|_|/ / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Previously xyz was always being zero initialized due to its constructor,
but w wasn't. Ensures that we always have a deterministic initial state.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
am: Implement HLE profile selector applet
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Fixes bugs relating to signalling in software keyboard.
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Presents profiles in a list, similar to switch.
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Allows the player to select an emulated profile.
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Responsible for selecting a profile and firing callback upon completion.
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Previously, ILibraryAppletAccessor would signal upon creation of any applet, but this is incorrect. A flag inside of the applet code determines whether or not creation should signal state change and swkbd happens to be one of these applets.
|
|\ \ \ \ \ \ \ \
| |_|/ / / / / /
|/| | | | | | | |
configure_input: Add Controller Setup Profiles and simplify input UI
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Greatly simplifies the current input UI, while still allowing power users to tweak advanced settings. Adds 'input profiles', which are easy autoconfigurations to make getting started easy and fast. Also has a custom option which brings up the current, full UI.
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
Fixed uninitialized memory due to missing returns in canary
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
|
|\ \ \ \ \ \ \ \ \
| | | | | | | | | |
| | | | | | | | | | |
Texture format fixes for RGBA16UI for copies and R16U when used as depth
|
| |/ / / / / / / / |
|
|\ \ \ \ \ \ \ \ \
| | | | | | | | | |
| | | | | | | | | | |
kernel/{process, thread}: Amend behavior related to IDs
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
If a thread handle is passed to svcGetProcessId, the kernel attempts to
access the process ID via the thread's instance's owning process.
Technically, this function should also be handling the kernel debug
objects as well, however we currently don't handle those kernel objects
yet, so I've left a note via a comment about it to remind myself when
implementing it in the future.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Starts the process ID counter off at 81, which is what the kernel itself
checks against internally when creating processes. It's actually
supposed to panic if the PID is less than 81 for a userland process.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
The service call uses a 64-bit value, just like svcGetProcessId. This
amends the function signature accordingly.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
The kernel uses a 64-bit value for the thread ID, so we shouldn't be
using a 32-bit value.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
svcGetProcessId's out parameter is a pointer to a 64-bit value, not a
32-bit one.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
In the actual kernel, this is a 64-bit value, so we shouldn't be using a
32-bit type to handle it.
|
|\ \ \ \ \ \ \ \ \ \
| |_|_|_|_|_|_|/ / /
|/| | | | | | | | | |
service/am: Unstub GetAppletResourceUserId
|
| |/ / / / / / / /
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
This is supposed to return the current process' ID. (0 indicates an
invalid ID for both process IDs and ARU IDs).
|
|\ \ \ \ \ \ \ \ \
| | | | | | | | | |
| | | | | | | | | | |
Device handle should not be a random id, instead it's the current npad id
|
| | |/ / / / / / /
| |/| | | | | | |
| | | | | | | | |
| | | | | | | | | |
Found during hardware testing
|
|\ \ \ \ \ \ \ \ \
| | | | | | | | | |
| | | | | | | | | | |
Fix arrayed texture LOD selection and depth comparison ordering
|
| | |/ / / / / / /
| |/| | | | | | | |
|
|\ \ \ \ \ \ \ \ \
| |_|_|_|_|_|_|/ /
|/| | | | | | | | |
service/sm: Improve debug log for RegisterService
|
| |/ / / / / / /
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Now it also indicates the name and max session count. This also gives a
name to the unknown bool. This indicates if the created port is supposed
to be using light handles or regular handles internally. This is passed
to the respective svcCreatePort parameter internally.
|
|\ \ \ \ \ \ \ \
| |_|/ / / / / /
|/| | | | | | | |
kernel/svc: Implement svcSetMemoryAttribute
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
With all the basic backing functionality implemented, we can now unstub
svcSetMemoryAttribute.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This puts the backing functionality for svcSetMemoryAttribute in place,
which will be utilized in a following change.
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This is shorter and more concise. This also removes the now-innaccurate
comment, as it's not returned wholesale to svcQueryMemory anymore.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Adds the barebones enumeration constants and functions in place to
handle memory attributes, while also essentially leaving the attribute
itself non-functional.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
kernel/thread: Set default fpcr
|
| | |/ / / / / /
| |/| | | | | | |
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
arm_dynarmic: Set CNTFRQ value
|
| |/ / / / / / / |
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
shader_bytecode: Fixup half float's operator B encoding
|
| | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \
| |/ / / / / / / /
|/| | | | | | | | |
applets: Correct usage of SignalStateChanged event
|
| | |_|_|_|/ / /
| |/| | | | | |
| | | | | | | |
| | | | | | | | |
This was causing some games (most notably Pokemon Quest) to softlock due to an event being fired when not supposed to. This also removes a hack wherein we were firing the state changed event when the game retrieves it, which is incorrect.
|
|\ \ \ \ \ \ \ \
| |_|/ / / / / /
|/| | | | | | | |
Implement postfactor multiplication/division for fmul instructions
|
| | | | | | | | |
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
nvhost_gpu: Skip empty GPU command lists.
|
| | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \
| |_|_|_|/ / / / /
|/| | | | | | | | |
Fix Service object leak on emulation stop
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Services created with the ServiceFramework base class install themselves as HleHandlers with an owning shared_ptr in the ServerPort ServiceFrameworkBase::port member variable, creating a cyclic ownership between ServiceFrameworkBase and the ServerPort, preventing deletion of the service objects.
Fix that by removing the ServiceFrameworkBase::port member because that was only used to detect multiple attempts at installing a port. Instead store a flag if the port was already installed to achieve the same functionality.
|
|\ \ \ \ \ \ \ \ \
| |_|/ / / / / / /
|/| | | | | | | | |
svc: Implement yield types 0 and -1
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
This will automatically occur anyway when PrepareReschedule is called
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \
| |_|_|/ / / / / /
|/| | | | | | | | |
audio_core: Make g_sink_details internally linked
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
We can hide the direct array from external view and instead provide
functions to retrieve the necessary info. This has the benefit of
completely hiding the makeup of the SinkDetails structure from the rest
of the code.
Given that this makes the array hidden, we can also make the array
constexpr by altering the members slightly. This gets rid of several
static constructor calls related to std::vector and std::function.
Now we don't have heap allocations here that need to occur before the
program can even enter main(). It also has the benefit of saving a
little bit of heap space, but this doesn't matter too much, since the
savings in that regard are pretty tiny.
|
|\ \ \ \ \ \ \ \ \
| | | | | | | | | |
| | | | | | | | | | |
vm_manager/svc: Modify MemoryState enum, and correct error handling for svcQueryMemory
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
svcQueryProcessMemory is trivial to implement, given all the behavior
necessary for it is present, it just needs a handler for it.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
In the previous change, the memory writing was moved into the service
function itself, however it still had a problem, in that the entire
MemoryInfo structure wasn't being written out, only the first 32 bytes
of it were being written out. We still need to write out the trailing
two reference count members and zero out the padding bits.
Not doing this can result in wrong behavior in userland code in the following
scenario:
MemoryInfo info; // Put on the stack, not quaranteed to be zeroed out.
svcQueryMemory(&info, ...);
if (info.device_refcount == ...) // Whoops, uninitialized read.
This can also cause the wrong thing to happen if the user code uses
std::memcmp to compare the struct, with another one (questionable, but
allowed), as the padding bits are not guaranteed to be a deterministic
value. Note that the kernel itself also fully zeroes out the structure
before writing it out including the padding bits.
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Moves the memory writes directly into QueryProcessMemory instead of
letting the wrapper function do it. It would be inaccurate to allow the
handler to do it because there's cases where memory shouldn't even be
written to. For example, if the given process handle is invalid.
HOWEVER, if the memory writing is within the wrapper, then we have no
control over if these memory writes occur, meaning in an error case, 68
bytes of memory randomly get trashed with zeroes, 64 of those being
written to wherever the memory info address points to, and the remaining
4 being written wherever the page info address points to.
One solution in this case would be to just conditionally check within
the handler itself, but this is kind of smelly, given the handler
shouldn't be performing conditional behavior itself, it's a behavior of
the managed function. In other words, if you remove the handler from the
equation entirely, does the function still retain its proper behavior?
In this case, no.
Now, we don't potentially trash memory from this function if an invalid
query is performed.
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These should be swapped.
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The kernel returns a memory info instance with the base address set to
the end of the address space, and the size of said block as
0 - address_space_end, it doesn't set both of said members to zero.
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Gets rid of the need to directly access the managed VMAs outside of the
memory manager itself just for querying memory.
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Gets the two structures out of an unrelated header and places them with
the rest of the memory management code.
This also corrects the structures. PageInfo appears to only contain a
32-bit flags member, and the extra padding word in MemoryInfo isn't
necessary.
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Amends the MemoryState enum to use the same values like the actual
kernel does. Also provides the necessary operators to operate on them.
This will be necessary in the future for implementing
svcSetMemoryAttribute, as memory block state is checked before applying
the attribute.
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yuzu/wait_tree: Pass QString by value and std::move in the initializer list for WaitTreeText
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Just a trivial modernization that potentially avoids copying strings in certain scenarios.
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svc_wrap: Correct register index for a wrapper specialization
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This would result in svcSetMemoryAttribute getting the wrong value for
its third parameter. This is currently fine, given the service function
is stubbed, however this will be unstubbed in a future change, so this
needs to change.
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The Process object kept itself alive indefinitely because its handle_table
contains a SharedMemory object which owns a reference to the same Process object,
creating a circular ownership scenario.
Break that up by storing only a non-owning pointer in the SharedMemory object.
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fsp_srv: Implement IStorage::GetSize
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Takes no input and returns the size as a u64. Needed by Katamari Damacy Reroll to boot.
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gl_shader_cache: Resolve truncation compiler warning
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This constant is related to the size of the instruction.
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The previous code would cause a warning, as it was truncating size_t
(64-bit) to a u32 (32-bit) implicitly.
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patch_manager: Prevent use of a dangling pointer within PatchRomFS
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fmt::format() returns a std::string instance by value, so calling
.c_str() on it here is equivalent to doing:
auto* ptr = std::string{}.c_str();
The data being pointed to isn't guaranteed to actually be valid anymore
after that expression ends. Instead, we can just take the string as is,
and provide the necessary formatting parameters.
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Perf: Avoid (expensive) audio interpolation when sample rates already match
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gl_shader_decompiler: IPA fix FrontFacing.
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file_sys/directory: Amend path buffer size for directory entries
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The path buffer is actually 0x301 (769) characters in length, with the
extra character being intended for the null-terminator.
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patch_manager: Add support for disabling patches
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Port citra-emu/citra#4476: "web_service: move telemetry condition from TelemetrySession constructor to destructor"
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Fixes an issue where Testcases couldn't be sent when Telemetry was disabled, because both things are tied closely together in the backend.
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service/fsp_srv: Correct returned value in GetGlobalAccessLogMode()
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Based off RE, the backing code only ever seems to use 0-2 as the range
of values 1 being a generic log enable, with 2 indicating logging should
go to the SD card. These are used as a set of flags internally.
Given we only care about receiving the log in general, we can just
always signify that we want logging in general.
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file_sys/save_data_factory: Update SaveDataSpaceId enum
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Amends it with missing values deduced from RE (ProperSystem being from
SwitchBrew for naming)
(SdCardUser wasn't that difficult to discern given it's used alongside
SdCardSystem when creating the save data indexer, based off the usage of
the string "saveDataIxrDbSd" nearby).
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Implemented Shader Unique Identifiers
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kernel/process: Set ideal core from metadata
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A very trivial change. If metadata is available, the process should use
it to retrieve the desired core for the process to run on.
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savedata_factory: Add CacheStorage and delete TemporaryStorage on boot
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Mimics hardware behavior.
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vm_manager: Make vma_map private
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Given memory should always be expected to be valid during normal
execution, this should be a debug assertion, rather than a check in
regular builds.
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This was only ever public so that code could check whether or not a
handle was valid or not. Instead of exposing the object directly and
allowing external code to potentially mess with the map contents, we
just provide a member function that allows checking whether or not a
handle is valid.
This makes all member variables of the VMManager class private except
for the page table.
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gl_shader_decompiler: TLDS/TLD4/TLD4S Reworked reflecting the source registers, bugs fixed and modularize.
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service/ldr: Amend layouts of NRO and NRR headers
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The first word is just a padding byte, it's not an actual entry
instruction. Also renames the rest of the entries according to
SwitchBrew.
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The padding after the magic signature value should be 12 bytes rather
than 28 bytes. The other 16 should be placed after the title ID pattern.
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hle/service, hle/sm: Minor cleanup
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Combines the two into one, shortening the amount of code here.
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Only one usage of the specified objects made use of the lack of
namespacing. Given the low usage, we can just remove these.
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These auto-deduce the result based off its arguments, so there's no need
to do that work for the compiler, plus, the function return value itself
already indicates what we're returning.
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Gets rid of the need to keep the variables separate from their actual
initialization spots.
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Backport review comment from citra-emu/citra#4418
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Original reason:
As Windows multi-byte character codec is unspecified while we always assume std::string uses UTF-8 in our code base, this can output gibberish when the string contains non-ASCII characters. ::OutputDebugStringW combined with Common::UTF8ToUTF16W is preferred here.
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loaders: Make GetFileType() a const qualified member function
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Similarly, here we can avoid doing unnecessary work twice by retrieving
the file type only once and comparing it against relevant operands,
avoiding potential unnecessary object construction/destruction.
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While GetFileType() is indeed a getter function, that doesn't mean it's
a trivial function, given some case require reading from the data or
constructing other objects in the background. Instead, only do necessary
work once.
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No implementations actually modify instance state (and it would be
questionable to do that in the first place given the name), so we can
make this a const member function.
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configuration/config: Use an intermediary variable for accessing players
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Avoids typing the same long accessor just to retrieve player attributes.
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system_archive: Implement open source NgWord2
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kernel/svc: Correct behavior of svcResetSignal()
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While partially correct, this service call allows the retrieved event to
be null, as it also uses the same handle to check if it was referring to
a Process instance. The previous two changes put the necessary machinery
in place to allow for this, so we can simply call those member functions
here and be done with it.
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Process instances can be waited upon for state changes. This is also
utilized by svcResetSignal, which will be modified in an upcoming
change. This simply puts all of the WaitObject related machinery in
place.
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svcResetSignal relies on the event instance to have already been
signaled before attempting to reset it. If this isn't the case, then an
error code has to be returned.
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gl_rasterizer: Implement a framebuffer cache
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gl_shader_decompiler: Implement TEXS.F16
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system_archive: Use a regular function pointer instead of std::function for the file-scope system archive array
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We've already given the constant to the vector itself, so we don't need
to re-hardcode it in the array.
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This allows the array to be constexpr. std::function is also allowed to
allocate memory, which makes its constructor non-trivial, we definitely
don't want to have all of these execute at runtime, taking up time
before the application can actually load.
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service/ldr: Deduplicate instruction cache clearing code in LoadNro()
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We don't need to specify all of the ARM interfaces explicitly.
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Convert high-frequency LUT arrays from constexpr to static constexpr
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In some constexpr functions, msvc is building the LUT at runtime
(pushing each element onto the stack) out of an abundance of caution. Moving the
arrays into be file-scoped constexpr's avoids this and turns the functions into
simple look-ups as intended.
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file_sys: Implement open source system archives
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Allows using constexpr/static const data with VFS.
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yuzu/game_list_worker: Minor cleanup and code deduplication
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Avoids potentially allocating a std::string instance when it isn't
needed.
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Avoids duplicating the same code twice verbatim.
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We don't need to call out to our own file handling functions when we're
going to construct a QFileInfo instance right after it. We also don't
need to convert to a std::string again just to compare the file
extension.
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file_sys/registered_cache: Eliminate variable shadowing
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Also inverts if statements where applicable to allow unindenting code a
little bit.
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crypto/key_manager: Remove unused variable in GetTicketblob()
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This function simply does a handle table lookup for a writable event
instance identified by the given handle value. If a writable event
cannot be found for the given handle, then an invalid handle error is
returned. If a writable event is found, then it simply signals the
event, as one would expect.
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svcCreateEvent operates by creating both a readable and writable event
and then attempts to add both to the current process' handle table.
If adding either of the events to the handle table fails, then the
relevant error from the handle table is returned.
If adding the readable event after the writable event to the table
fails, then the writable event is removed from the handle table and the
relevant error from the handle table is returned.
Note that since we do not currently test resource limits, we don't check
the resource limit table yet.
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loader/{nro, nso}: Remove dependency on the System class
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Similar to the NRO changes, we can also pass the process explicitly as a
parameter from Load instead of indirecting through the System class.
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This simply acts as a forwarding function for the Load() function, so
this doesn't need to be directly exposed.
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Load() is already given the process instance as a parameter, so instead
of coupling the class to the System class, we can just forward that
parameter to LoadNro()
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kernel/object: Amend handle types to distinguish between readable and writable events
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Two kernel object should absolutely never have the same handle ID type.
This can cause incorrect behavior when it comes to retrieving object
types from the handle table. In this case it allows converting a
WritableEvent into a ReadableEvent and vice-versa, which is undefined
behavior, since the object types are not the same.
This also corrects ClearEvent() to check both kernel types like the
kernel itself does.
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* Rewrited TEX/TEXS (TEX Scalar).
* Style fixes.
* Styles issues.
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kernel/svc: Implement the resource limit svcGetInfo option
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Another hold-over from Citra.
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Allows a process to register the resource limit as part of its handle
table.
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Don't try to route PFIFO methods (0-0x40) to the other engines.
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This is a leftover from #1792
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svc: Reorganize svcGetInfo, handle more error cases for existing implemented info categories
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The kernel uses the handle table of the current process to retrieve the
process that should be used to retrieve certain information. To someone
not familiar with the kernel, this might raise the question of "Ok,
sounds nice, but doesn't this make it impossible to retrieve information
about the current process?".
No, it doesn't, because HandleTable instances in the kernel have the
notion of a "pseudo-handle", where certain values allow the kernel to
lookup objects outside of a given handle table. Currently, there's only
a pseudo-handle for the current process (0xFFFF8001) and a pseudo-handle
for the current thread (0xFFFF8000), so to retrieve the current process,
one would just pass 0xFFFF8001 into svcGetInfo.
The lookup itself in the handle table would be something like:
template <typename T>
T* Lookup(Handle handle) {
if (handle == PSEUDO_HANDLE_CURRENT_PROCESS) {
return CurrentProcess();
}
if (handle == PSUEDO_HANDLE_CURRENT_THREAD) {
return CurrentThread();
}
return static_cast<T*>(&objects[handle]);
}
which, as is shown, allows accessing the current process or current
thread, even if those two objects aren't actually within the HandleTable
instance.
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Our implementation of svcGetInfo was slightly incorrect in that we
weren't doing proper error checking everywhere. Instead, reorganize it
to be similar to how the kernel seems to do it.
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yuzu/configuration: Minor clean-up related changes
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These slots are only ever attached to event handling mechanisms within
the class itself, they're never used externally. Because of this, we can
make the functions private.
This also removes redundant usages of the private access specifier.
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Resolves trivial compiler warnings.
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The previous code could potentially be a compilation issue waiting to
occur, given we forward declare the type for a std::unique_ptr. If the
complete definition of the forward declared type isn't visible in a
translation unit that the class is used in, then it would fail to
compile.
Defaulting the destructor in a cpp file ensures the std::unique_ptr's
destructor is only invoked where its complete type is known.
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filesystem: De-globalize registered_cache_union
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We can just return a new instance of this when it's requested. This only
ever holds pointers to the existing registed caches, so it's not a large
object. Plus, this also gets rid of the need to keep around a separate
member function just to properly clear out the union.
Gets rid of one of five globals in the filesystem code.
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gl_shader_decompiler: Introduce a scoped object and style changes
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kernel: Divide Event into ReadableEvent and WritableEvent
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Used to store ReadableEvents of all events on the system.
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More hardware accurate. On the actual system, there is a differentiation between the signaler and signalee, they form a client/server relationship much like ServerPort and ClientPort.
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service/fsp_srv: Implement CleanDirectoryRecursively
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Ensures that read only indeed means read only.
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This is the same behavior-wise as DeleteDirectoryRecursively, with the
only difference being that it doesn't delete the top level directory in
the hierarchy, so given:
root_dir/
- some_dir/
- File.txt
- OtherFile.txt
The end result is just:
root_dir/
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service/audio/audout_u: Amend constructor initialization list order
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Orders the constructor initializer list the same way the members of the
class are declared. Prevents -Wreorder warnings
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Fixed crash with SetNpadMode
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fixed crash due to handheld
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Updates the function table for IClientEpSession based off information
provided by SwitchBrew.
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Updates the function table according to information provided by
SwitchBrew.
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gl_rasterizer: Enable clip distances when set in register and in shader
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gl_shader_manager: Update pipeline when programs have changed
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video_core: Minor style changes
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gl_rasterizer_cache: Fix several surface copy issues.
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- Fixes issues with Breath of the Wild with use_accurate_gpu_emulation setting.
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- BlitSurface with different texture targets is inherently broken.
- When target is the same, we can just use FastCopySurface.
- Fixes rendering issues with Breath of the Wild.
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UI: Remove border from Game List
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Services/VI: Dereferencing an uninitialized std::optional is undefined behavior.
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Assert that it is not empty before using it in the DequeueBuffer wait callback.
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A non-existent parameter was left in some formatting calls (the logging
macro for which only does anything meaningful on debug builds)
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This code was around prior to the introduction of PushEnum, so convert
it over so we don't need to cast here.
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This function simply converts a given index into a language code.
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Uncheck automatically joycons docked when docked mode is enable
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when docked mode is enable
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Changed logging to be "Log before execution", Added more error logging, all services/svc should now log on some level
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Fix clip distance and viewport
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Add Depth Clamp Support
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npad: Use NPadIdToIndex to prevent invalid array access
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gpu: Rewrite GPU command list processing with DmaPusher class.
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- More accurate impl., fixes Undertale (among other games).
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Texture decoder: Implemented Tile Width Spacing
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file_sys/registered_cache: Use regular const references instead of std::shared_ptr for InstallEntry()
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These parameters don't need to utilize a shared lifecycle directly in
the interface. Instead, the caller should provide a regular reference
for the function to use. This also allows the type system to flag
attempts to pass nullptr and makes it more generic, since it can now be
used in contexts where a shared_ptr isn't being used (in other words, we
don't constrain the usage of the interface to a particular mode of
memory management).
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yuzu/input: Minor changes
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Prevents compiler warnings related to truncation when invoking the
dialog. It's also extremely suspect to use a u8 value here instead of a
more general type to begin with.
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This doesn't depend on any part of the private interface, so it can be
made a non-member internal function.
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std::bind is the pre-C++11 way of doing this.
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Orders the elements the way they would actually be initialized in.
Resolves compiler warnings with gcc and clang
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The common pattern is to put the data members after the function
interface where applicable.
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profile_manager: Save and load ProfileData from disk
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The ProfileData is a 0x80-sized structure that stores various pieces of miscellaneous data for the account.
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control_metadata: Correct typo in language name (Portugese -> Portuguese)
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While we're at it, organize the array linearly, since clang formats the
array elements quite wide length-wise with the addition of the missing
'u'.
Technically also fixes patch lookup and icon lookup with Portuguese,
though I doubt anyone has actually run into this issue.
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On invalidating the streaming buffer, we need to reupload all vertex buffers.
But we don't need to reconfigure the vertex format.
This was a (silly) misstake in #1723.
Thanks at Rodrigo for discovering the issue.
Fun fact, as configuring the vertex format also invalidate the vertex buffer,
this misstake had no affect on the behavior.
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morton: Fixup compiler warning
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gdbstub: Silence value truncation warning within FpuWrite()
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Previously this would cause an implicit truncation warning about
assigning a u64 value to a u32 value without an explicit cast.
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svc: Implement svcCreateResourceLimit, svcGetResourceLimitCurrentValue(), svcGetResourceLimitLimitValue(), and svcSetResourceLimitLimitValue()
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The opposite of the getter functions, this function sets the limit value
for a particular ResourceLimit resource category, with the restriction
that the new limit value must be equal to or greater than the current
resource value. If this is violated, then ERR_INVALID_STATE is returned.
e.g.
Assume:
current[Events] = 10;
limit[Events] = 20;
a call to this service function lowering the limit value to 10 would be
fine, however, attempting to lower it to 9 in this case would cause an
invalid state error.
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This kernel service function is essentially the exact same as
svcGetResourceLimitLimitValue(), with the only difference being that it
retrieves the current value for a given resource category using the
provided resource limit handle, rather than retrieving the limiting
value of that resource limit instance.
Given these are exactly the same and only differ on returned values, we
can extract the existing code for svcGetResourceLimitLimitValue() to
handle both values.
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This kernel service function retrieves the maximum allowable value for
a provided resource category for a given resource limit instance. Given
we already have the functionality added to the resource limit instance
itself, it's sufficient to just hook it up.
The error scenarios for this are:
1. If an invalid resource category type is provided, then ERR_INVALID_ENUM is returned.
2. If an invalid handle is provided, then ERR_INVALID_HANDLE is returned (bad thing goes in, bad thing goes out, as one would expect).
If neither of the above error cases occur, then the out parameter is
provided with the maximum limit value for the given category and success
is returned.
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This function simply creates a ResourceLimit instance and attempts to
create a handle for it within the current process' handle table. If the
kernal fails to either create the ResourceLimit instance or create a
handle for the ResourceLimit instance, it returns a failure code
(OUT_OF_RESOURCE, and HANDLE_TABLE_FULL respectively). Finally, it exits
by providing the output parameter with the handle value for the
ResourceLimit instance and returning that it was successful.
Note: We do not return OUT_OF_RESOURCE because, if yuzu runs out of
available memory, then new will currently throw. We *could* allocate the
kernel instance with std::nothrow, however this would be inconsistent
with how all other kernel objects are currently allocated.
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Add support for viewport_transfom_enable register
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gl_rasterizer: Skip VB upload if the state is clean.
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* GPU States: Implement Polygon Offset. This is used in SMO all the time.
* Clang Format fixes.
* Initialize polygon_offset in the constructor.
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Implemented BRA CC conditional and FSET CC Setting
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gl_shader_decompiler: Implement S2R's Y_DIRECTION
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gl_shader_decompiler: Implement BFI_IMM_R
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service/sm: Take std::string by const reference in UnregisterService
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Avoids the need to create a copy of the std::string instance
(potentially allocating).
The only reason RegisterService takes its argument by value is because
it's std::moved internally.
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gl_shader_decompiler: Implement R2P_IMM
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Fixed Coordinate Encodings in TEX and TEXS instructions
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gl_shader_decompiler: Implement clip distances
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video_core: Move morton functions out of gl_rasterizer_cache
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nvdrv: Implement/stub DumpGraphicsMemoryInfo and GetStatus.
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- Used by Undertale.
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memory_manager: Do not allow 0 to be a valid GPUVAddr.
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- Fixes a bug with Undertale using 0 for a render target.
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sm: Implement RegisterService and UnregisterService
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These are needed by Edizon to boot. They are used to see if a user is using SX OS, as SX OS registers a custom service called 'tx' and attempting to register a service of the same name lets the application know if it is present.
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filesystem: Clear registered union paths on factory creation
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Update OpenGL's backend version from 3.3 to 4.3
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Add support for clear_flags register
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GDBStub Improvements
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- Add FPU support
- Fix access to TLS
Fix clang-format.
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Report resolution scaling support for vi and am
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Specifying an internal resolution in yuzu now will report the scaled changes to vi and am.
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patch_manager: Add support for applying LayeredFS patches to ExeFS
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The decision was made to name them LayeredExeFS instead of just LayeredFS to differentiate from normal RomFS-based mods. The name may be long/unweildy, but conveys the meaning well.
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This will scan the <mod>/exefs dir for all files and then layer those on top of the game's exefs and use this as the new exefs. This allows for overriding of the compressed NSOs or adding new files. This does use the same dir as IPS/IPSwitch patch, but since the loader will not look for those they are ignored.
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When enabled, all exefs(es) will be copied to yuzu/dump/<title_id>/exefs.
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gl_shader_decompiler: Rename cc to condition code and name internal flags
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shader_cache: Only lock covered instructions.
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software_keyboard: Minor changes
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Uses Qt's built-in interface instead of rolling our own separate one on
top of it. This also fixes a bug in reject() where we were calling
accept() instead of reject().
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std::function instances can potentially allocate. std::moveing them
prevents an avoidable allocation in that case.
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These aren't required to be public.
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applets: Add StubApplet and use it as fallback when AppletId is not implemented
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This will log all data it receives, log all calls to its methods and push dummy data into both channels on execution.
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core: Relocate CPU core management to its own class
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Keeps the CPU-specific behavior from being spread throughout the main
System class. This will also act as the home to contain member functions
that perform operations on all cores. The reason for this being that the
following pattern is sort of prevalent throughout sections of the
codebase:
If clearing the instruction cache for all 4 cores is necessary:
Core::System::GetInstance().ArmInterface(0).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(1).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(2).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(3).ClearInstructionCache();
This is kind of... well, silly to copy around whenever it's needed.
especially when it can be reduced down to a single line.
This change also puts the basics in place to begin "ungrafting" all of the
forwarding member functions from the System class that are used to
access CPU state or invoke CPU-specific behavior. As such, this change
itself makes no changes to the direct external interface of System. This
will be covered by another changeset.
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common/thread: Minor cleanup
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This is inconsistent with our coding style.
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While admirable as a means to ensure immutability, this has the
unfortunate downside of making the class non-movable. std::move cannot
actually perform a move operation if the provided operand has const data
members (std::move acts as an operation to "slide" resources out of an
object instance). Given Barrier contains move-only types such as
std::mutex, this can lead to confusing error messages if an object ever
contained a Barrier instance and said object was attempted to be moved.
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Simplifies the constructor interfaces for Barrier and Event classes.
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Keeps the non-member interface in one spot instead of split into two
places, making it nicer to locate functions.
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This is also unused and superceded by standard functionality. The
standard library provides std::this_thread::sleep_for(), which provides
a much more flexible interface, as different time units can be used with
it.
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This is an old function that's no longer necessary. C++11 introduced
proper threading support to the language and a thread ID can be
retrieved via std::this_thread::get_id() if it's ever needed.
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* Added predicate comparison LessEqualWithNan
* oops
* Clang fix
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gl_shader_decompiler: Fix register overwriting on texture calls
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Properly Implemented TXQ Instruction
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nvhost_ctrl_gpu: Implement IoctlGetGpuTime.
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- Used by Undertale.
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Prevents memory exceptions when the debug pad is enabled.
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maxwell_3d: Implement alternate blend equations.
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- Used by Undertale.
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audout_u: Add support for multiple IAudioOut streams.
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- Used by Undertale.
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macro_interpreter: Implement AddWithCarry and SubtractWithBorrow.
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- Used by Undertale.
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Implemented Fast Layered Copy
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common: Remove bit_set.h
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This is an analog of BitSet from Dolphin that was introduced to allow
iterating over a set of bits. Given it's currently unused, and given
that std::bitset exists, we can remove this. If it's ever needed in the
future it can be brought back.
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kernel/handle_table: Minor changes
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These don't depend on class state, and are effectively implementation
details, so they can go into the cpp file .
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The previous handle table size is a holdover from Citra. The actual
handle table construct on Horizon only allows for a maximum of 1024
entries.
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We don't need to potentially inline the teardown logic of all of the
handle instances.
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Use default values for unknown framebuffer pixel format
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gl_shader_decompiler: Use UNIMPLEMENTED when applicable
|
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am/applets: Minor cleanup
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The accessor should be doing just that, accessing, rather than retaining
the lifetime of the data broker as well.
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Also resolve places where includes should have been provided, but
weren't.
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Avoids wonky wrapping and makes it nicer to read.
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gl_shader_decompiler: Remove UNREACHABLE when setting RZ
|
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common/math_util: Minor cleanup
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Gets rid of the need to use typename to access the ::type alias.
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Allows objects that contain rectangle instances to be constexpr
constructible as well.
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const/constexpr variables have internal linkage by default.
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This hasn't been used since the project started, so we may as well get
rid of it to keep it from bit rotting.
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Xbyak is currently entirely unused. Rather than carting it along, remove
it and get rid of a dependency. If it's ever needed in the future, then
it can be re-added (and likely be more up to date at that point in
time).
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maxwell_3d: Initialize rasterizer color mask registers as enabled.
|
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- Fixes rendering regression with Sonic Mania.
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The interface for shared memory was changed, but another commit was
merged that relied on the (previously public) internals of SharedMemory.
This amends that discrepancy.
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kernel/shared_memory: Make data members private, plus minor interface changes
|
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Both member functions assume the passed in target process will not be
null. Instead of making this assumption implicit, we can change the
functions to be references and enforce this at the type-system level.
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Given this doesn't mutate instance state, we can provide a
const-qualified variant as well.
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Keeps the interface consistent with the regular Create() function.
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Makes the interface nicer to use in terms of 64-bit code, as it makes it
less likely for one to get truncation warnings (and also makes sense in
the context of the rest of the interface where 64-bit types are used for
sizes and offsets
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Rather than allow unfettered access to the class internals, we hide all
members by default and create and API that other code can operate
against.
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ldr: Clean up error codes
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The separate enum isn't particularly necessary here, and the values can
just be directly put into the ResultCode instances, given the names are
also self-documenting here.
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kernel/process: Move <random> include to the cpp file
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<random> isn't necesary directly within the header and can be placed in
the cpp file where its needed. Avoids propagating random generation
utilities via a header file.
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common/assert: Make the UNIMPLEMENTED macro properly assert
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Currently, there's no way to specify if an assertion should
conditionally occur due to unimplemented behavior. This is useful when
something is only partially implemented (e.g. due to ongoing RE work).
In particular, this would be useful within the graphics code.
The rationale behind this is it allows a dev to disable unimplemented
feature assertions (which can occur in an unrelated work area), while
still enabling regular assertions, which act as behavior guards for
conditions or states which must not occur. Previously, the only way a
dev could temporarily disable asserts, was to disable the regular
assertion macros, which has the downside of also disabling, well, the
regular assertions which hold more sanitizing value, as opposed to
unimplemented feature assertions.
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Currently, this was only performing a logging call, which doesn't
actually invoke any assertion behavior. This is unlike
UNIMPLEMENTED_MSG, which *does* assert.
This makes the expected behavior uniform across both macros.
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Fills out the struct according to information provided by SwitchBrew
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am: Implement HLE software keyboard applet
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This cleans up most of the callbacks and such in the Applets::Applet interface, while also properly implementing all four data channels.
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a
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Allows the game to verify and send a message to the frontend.
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Allows using Qt provider over default.
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Allows use of software keyboard applet and future applets to be easily added by adding enum ID and a switch case.
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Implements all of the features of the keyboard, including length, default text, character validation, and UTF-16 character support.
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Provides a middleman between the Frontend provider class and the expected AM::Applets::Applet class needed by ILibraryAppletAccessor
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Default implementation will return "yuzu" for any string. GUI clients (or CLI) can implement the Frontend::SoftwareKeyboardApplet class and register an instance to provide functionality.
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Adds an Initialize and Execute methods which are used by the ILibraryAppletAccessor to start and control the applet.
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Now starts the applet provided in constructor.
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Used by software keyboard applet for data transfer.
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std::stack was no longer suitable for non-trivial operations
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Needs to be accessible by applet files.
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Writes to an AM::IStorage object through an IStorageAccessor will now be preserved once the accessor is destroyed.
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Creates an AM::IStorage object with the contents of the transfer memory located at the handle provided.
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Needed as most all software keyboard functions use fixed-length UTF16 string buffers.
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Seems to be used and created identically to SharedMemory, so just reuse that.
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lm: Implement SetDestination by doing nothing
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This service function was likely intended to be a way to redirect where
the output of a log went. e.g. Firing a log over a network, dumping over
a tunneling session, etc.
Given we always want to see the log and not change its output. It's one
of the lucky service functions where the easiest implementation is to
just do nothing at all and return success.
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Cleans out the citra/3DS-specific implementation details that don't
apply to the Switch. Sets the stage for implementing ResourceLimit
instances properly.
While we're at it, remove the erroneous checks within CreateThread() and
SetThreadPriority(). While these are indeed checked in some capacity,
they are not checked via a ResourceLimit instance.
In the process of moving out Citra-specifics, this also replaces the
system ResourceLimit instance's values with ones from the Switch.
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Handles button configuration for all controller layouts and debug pads. Configurable at construction.
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This allows adjusting the finger, diameter, and angle of the emulated touchscreen. It also provides a warning to the user about what changing these parameters can do.
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Supports setting the five mouse buttons to any valid controller button/keyboard key (Left, Right, Middle, Foward, Back)
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This moves the actual button configuration to a separate dialog and only has the enabled and type controls in the tab.
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Including finger ID, diamater x/y, and angle. Additionally, checks if the touchscreen is enabled.
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Used by developers to test games, not present on retail systems. Some games are known to respond to DebugPad input though, for example Kirby Star Allies.
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Defaults to full keyboard for keyboard -- It did not seem to be necessary to make the keyboard configurable (besides enabled/disabled).
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Uses the PlayerInput struct to represent all of the data that constitutes a player.
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textures/decoders: Replace magic numbers
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Missing ogl states
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only enable color mask for the first framebuffer id independent blending is disabled
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game_list: Only reload game list after relevant settings changed
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Prevents unnecessary reloads on every configuration operation.
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ldr_ro: Complete LDR:RO implementation
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Includes actual unmapping and address error checking.
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Includes NRO and BSS error checking, maximum loaded NRO check, NRR hash check, and proper remapping of BSS data.
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Includes initialization check, proper address check, alignment check, and actual unloading of a loaded NRR.
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Includes parameter error checking, hash enforcement, initialization check, and max NRR load check.
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Credits to Subv
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Fixes unmapped spam in SMP and buffer size errors in some other games
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Implemented CalculateStandardUserSystemClockDifferenceByUser
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Seems pokemon calls this sometimes and it caused "random crashes"
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* Correctly sets default system language for yuzu-CLI
A user reported that yuzu_cmd runs games in Japanese rather than the correct default of English (like yuzu-qt does correctly), this change fixes that.
* fix clang issue
deleted whitespace
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gl_rasterizer: Remove default clip distance
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vi: Implement TransactParcel for Disconnect and DetachBuffer
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Used by homebrew on exit. According to switchbrew, returns an empty response parcel with one zero in it.
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svc: ResetSignal is not stubbed
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https://user-images.githubusercontent.com/20753089/48677874-b8e01c80-eb7b-11e8-8043-b99faa29022c.PNG
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Port citra-emu/citra#4387: "yuzu: Add hotkey for Amiibo loading"
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Added various bluetooth based cmds for palma
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It seems palma is done through bluetooth, we need this for pokemon go however more research needs to be done when we actually get palma working. This is presumably used for transfering data between the controller and the console, it does not seem for actual input as far as I know.
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hwopus: DecodeInterleavedWithPerformance: Fix ordering of output parameters.
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- Fixes audio issues with Pokemon: Let's Go Pikachu & Eevee.
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kernel/errors: Clean up error codes
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Similar to PR 1706, which cleans up the error codes for the filesystem
code, but done for the kernel error codes. This removes the ErrCodes
namespace and specifies the errors directly. This also fixes up any
straggling lines of code that weren't using the named error codes where
applicable.
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Port citra-emu/citra#4426: "Common/Bitfield: store value as unsigned type"
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Storing signed type causes the following behaviour: extractValue can do overflow/negative left shift. Now it only relies on two implementation-defined behaviours (which are almost always defined as we want): unsigned->signed conversion and signed right shift
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Implement SetMemoryPermission
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gl_rasterizer_chache: Minor cleanup
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textures/decoders: Minor cleanup
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game_list: Optimize game list refresh
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As the add-ons column takes the most processing time out of any (as it needs to search registration for updates/dlc, patch control NCAs, search for mods, etc.), an option was added to disable it. This does not affect the application of add-ons. In large game collections, this decreases game list refresh time by as much as 70%.
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Prevents unnecessary re-reads of the metadata and unnecessary temporary objects.
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Creates a single KeyManager for the entire container and then passes it into the NCA constructor, eliminating several unnecessary KeyManager reads.
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Allows resuing a common KeyManager when a large amount of NCAs are handled by the same class. Should the parameter not be provided, a new KeyManager will be constructed, as was the default behavior prior to this.
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gl_state: Amend compilation warnings
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Makes float -> integral conversions explicit via casts and also silences
a sign conversion warning.
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file_sys/errors: Clean up error code values
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Rather than keeping around unused values, we can just introduce them as
needed.
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There's no real point to keeping the separate enum around, especially
given the name of the error code itself is supposed to document what the
value actually represents.
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Keeps filesystem-related error codes in one spot.
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Currently unclear what these do yet, will be researched at a later time when we want to implement palma.
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The service manager seems to be a nullptr before a game boots
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* Fixed priority switching edge case for handheld
We accidently used controller index instead of npad id
* Moved NPadIdToIndex
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csrng: Use random integer distribution instead of raw engine
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Prevents returning the same value every single call.
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kernel/thread: Deduplicate scheduler switching code
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The code in both places was the same verbatim, so we can extract it to a
function to deduplicate the logic.
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patch_manager: Add support for dumping uncompressed NSOs
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When enabled in settings, PatchNSO will dump the unmodified NSO that it was passed to a file named <build id>.nso in the dump root for the current title ID.
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Also adds UI option in Debug > Dump section, with the idea later things to be dumped (i.e. other game data or textures, etc) will use the same group box.
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Equates to yuzu_dir/dump/<title id>/
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service/audren_u: Forward RequestUpdateAuto through the same function as RequestUpdate
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Based off RE, they both currently go through the same codepath with no
difference in behavior.
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Improved GPU Caches lookup Speed
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acc/profile_manager: Minor cleanup-related changes
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Avoids relying on fmt always being indirectly included.
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service/acc: Correct error case within TrySelectUserWithoutInteraction()
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empty() in this case will always return false, since the returned
container is a std::array. Instead, check if all given users are invalid
before returning the error code.
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yuzu/configure_system: Mark the entropy mask string as nontranslatable
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There's no need for translators to concern themselves with the
validation mask used by the entry field.
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nfp: Correct erroneous sizeof expression within GetTagInfo()
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The previous expression would copy sizeof(size_t) amount of bytes (8 on
a 64-bit platform) rather than the full 10 bytes comprising the uuid
member.
Given the source and destination types are the same, we can just use an
assignment here instead.
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hid/npad: Add missing break in switch statement within Controller_NPad::OnUpdate
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service: Mark MakeFunctionString with the [[maybe_unused]] attribute.
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When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
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common/string_util: Minor cleanup
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An old function from Dolphin. This is also unused, and pretty inflexible
when it comes to printing out different data types (for example, one
might not want to print out an array of u8s but a different type
instead. Given we use fmt, there's no need to keep this implementation
of the function around.
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This is an unused hold-over from Dolphin that was primarily used to
parse values out of the .ini files. Given we already have libraries that
do this for us, we don't need to keep this around.
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This is currently unused and doesn't really provide much value to keep
around either.
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svc: Use proper random entropy generation algorithm
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gl_rasterizer_cache: CopySurface optimization
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qt: Move Open yuzu Folder action from Help to File
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video_core/renderer_base: Remove GL include from the renderer base class files
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Keeps the base class source files implementation-agnostic.
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engines/maxwell_3d: Minor cleanup
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Minor code cleanup from unaddressed feedback in #1654
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kernel/process: Migrate heap-related memory management out of the process class and into the vm manager
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Now that we've moved all of the heap-related stuff to the VMManager
class, we can unstub this function, as the necessary members are visible
now.
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Avoids a breach of responsibilities in the interface and keeps the
direct code for memory management within the VMManager class.
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hle/audren_u: Implement Get/SetRenderingTimeLimit
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These appear to be a basic getter and setter pair, so these are fairly
trivial to implement and get out of the way.
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audio_core/audio_renderer: Fix typo in AuxInfo member name
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[ns|fsp_srv]: Implement various functions to boot Checkpoint
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Returns the raw NACP bytes and the raw icon bytes into a title-provided buffer. Pulls from Registration Cache for control data, returning all zeros should it not exist.
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An object to read SaveDataInfo objects, which describe a unique save on the system. This implementation iterates through all the directories in the save data space and uses the paths to reconstruct the metadata.
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Needed by Checkpoint. Returns an object that can iterate through all savedata on the system.
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Allows NRO homebrew to use the RomFS in the ASET section.
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Returns the raw bytes of the NACP file. Needed for GetApplicationControlData which returns the raw, unprocessed NACP to the game.
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Implement SurfaceTarget Texture2DArray
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( needed by Mario+Rabbids Kingdom Battle )
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csrng: Add config option to set RNG seed
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Implement GetClockSnapshot, ToPosixTime & ToPosixTimeWithMyRule
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Added instead of using a seperate PR to prevent conflicts
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Needed by megaman 11
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* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB
( needed by Mario+Rabbids Kingdom Battle )
* Small placement correction
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yuzu/main: Fix compiler warning
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yuzu: Add a missing "!" to fix the stuck-in-fullscreen bug
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Map more missing opengl states
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configure_system: Fix compiler warning
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gl_rasterizer: Fix compiler warnings
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gl_shader_decompiler: Guard out of bound geometry shader input reads
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Geometry shaders follow a pattern that results in out of bound reads.
This pattern is:
- VSETP to predicate
- Use that predicate to conditionally set a register a big number
- Use the register to access geometry shaders
At the time of writing this commit I don't know what's the intent of
this number. Some drivers argue about these out of bound reads. To avoid
this issue, input reads are guarded limiting reads to the highest
posible vertex input of the current topology (e.g. points to 1 and
triangles to 3).
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rasterizer_cache: Remove reliance on the System singleton
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Rather than have a transparent dependency, we can make it explicit in
the interface. This also gets rid of the need to put the core include in
a header.
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Implement 3 coordinate array in TEXS instruction
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gl_rasterizer: Skip VAO binding if the state is clean.
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Ability to switch between docked and undocked mode in-game
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Started implementation of the AM message queue mainly used in state getters. Added the ability to switch docked mode whilst in game without stopping emulation. Also removed some things which shouldn't be labelled as stubs as they're implemented correctly
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Ensures that destruction will always do the right thing in any context.
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Fixes the buildbot.
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Updated npad styles on holdtype switches
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Fixes input for megaman
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* svcBreak now dumps information from the debug buffer passed
info1 and info2 seem to somtimes hold an address to a buffer, this is usually 4 bytes or the size of the int and contains an error code. There's other circumstances where it can be something different so we hexdump these to examine them at a later date.
* Addressed comments
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Implement acc:TrySelectUserWithoutInteraction
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Needed for Shantae - Half-Genie Hero - Ultimate Edition!
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memory_manager: Do not MapBufferEx over already in use memory.
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- This fixes rendering when changing areas in Super Mario Odyssey.
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Implement multi-target viewports and blending
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They were missed, and Copy is very high in profile here. It doesn't block the GPU,
but it stalls the driver thread. So with our bad GL instructions, this might block quite a while.
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This serialize to the driver thread and so it may block for a while.
So if it is in the benchmark, we get noticed if it happens too often.
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This was created with the unfinished resampling PR in mind.
As the resampling is now on the audio thread, we don't need to care about this here any more.
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Those implementations are quite costly, so there is no need to inline them to the caller.
Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
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Implement Cube Arrays
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Fixed HID crash when launching more than 1 game & signaled styleset change event
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This should fix crashes when launching multiple games in yuzu
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logging: Add DebuggerBackend for logging to Visual Studio
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qt: Add help option to open yuzu folder
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Opens a new file manager window at the UserDir.
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Implement ASTC Textures 5x5 and fix a bunch of ASTC texture problems
|
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Fix quickstart link
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configure_system: Contrain profile usernames to 32 characters
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Previously, we would let a user enter an unbounded name and then
silently truncate away characters that went over the 32-character limit.
This is kind of bad from the UX point of view, because we're essentially
not doing what the user intended in certain scenarios.
Instead, we clamp it to 32 characters and make that visually apparent in
the dialog box to provide a name for a user.
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Improve OpenGL state handling
|
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Assert Control Flow Instructions using Control Codes
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- Fixes an issue where macros could be skipped.
- Fixes rendering of distant objects in Super Mario Odyssey.
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Port citra-emu/citra#4369: "compatdb: Use a seperate endpoint for testcase submission"
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Assert Control Codes Generation on Shader Instructions
|
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video_core: Move surface declarations out of gl_rasterizer_cache
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Updated based off information on SwitchBrew.
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general: Remove unused boost inclusions where applicable
|
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Cleans up unused includes and trims off some dependencies on externals.
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configure_system: Fix compiler warning
|
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| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
hle_ipc: Make GetDomainMessageHeader return a regular pointer
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Gets rid of the need to call the getter and then check for null.
|
| | |_|_|/ / / /
| |/| | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Nothing requires the shared owner ship here, so we can just return a
plain pointer.
|
|\ \ \ \ \ \ \ \
| |_|_|/ / / / /
|/| | | | | | | |
core: Add missing const variants of getters for the System class
|
| | | | | | | | |
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Many of the Current<Thing> getters (as well as a few others) were
missing const qualified variants, which makes it a pain to retrieve
certain things from const qualified references to System.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
Implemented Mipmaps
|
| | | | | | | | |
|
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| | | | | | | | |
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| | | | | | | | |
|
| |/ / / / / / |
|
|\ \ \ \ \ \ \
| |_|_|_|_|_|/
|/| | | | | | |
time_stretch: Switch to values of Citra
|
| | |_|_|_|/
| |/| | | | |
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
video_core: Move OpenGL specific utils to its renderer
|
| |/ / / / |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
renderer_opengl: Enable alpha channel for DXT1 texture format
|
| |/ / / / |
|
|/ / / / |
|
|/ / / |
|
|\ \ \
| | | |
| | | | |
Improved Shader accuracy on Vertex and Geometry Shaders.
|
| | | | |
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
svc: Implement svcGetInfo command 0xF0000002
|
| | | |
| | | |
| | | |
| | | | |
Nothing from this enum is intended to be used outside of this function.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
This retrieves:
if (curr_thread == handle_thread) {
result = total_thread_ticks + (hardware_tick_count - last_context_switch_ticks);
} else if (curr_thread == handle_thread && sub_id == current_core_index) {
result = hardware_tick_count - last_context_switch_ticks;
}
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
* remove unnecessary if-statements
* Addressed feedback
|
|\ \ \ \
| | | | |
| | | | | |
service/filesystem: Implemented DeleteDirectory & DeleteDirectoryRecursive
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
loader/nsp: Move secondary loader initialization to constructor
|
| |/ / /
| | | |
| | | |
| | | | |
Prevents nullptr bug when trying to dump the RomFS of an NSP resulting from secondary_loader not being initialized.
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
key_manager: Use isxdigit instead of isdigit when reading key file
|
| |/ / /
| | | |
| | | |
| | | | |
Crypto revisions are hex numbers and this function only checks if the string is valid for stoul in base 16, so it should be isxdigit.
|
|\ \ \ \
| | | | |
| | | | | |
configure_system: Indicate when filesystem operations fail
|
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| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Avoids the need to put the scaling parameters all over the place for the
common case. The only other time scaling is done is to generate the
smaller 48x48 image, so this is fine.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Avoids the need to duplicate this all over the place, and makes it
translator-friendly across the board.
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
We should display an error to the user if setting a user image for an
account fails, rather than continuing onwards.
|
|\ \ \ \
| |_|/ /
|/| | | |
gl_rasterizer_cache: Fix compiler warning
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
Port citra-emu/citra#4367: "cubeb_sink: ignore null-name device when selecting"
|
| |/ /
| | |
| | |
| | | |
We already ignore them on listing devices. We should do the same when selecting devices. This fix a crash when opening a specific device while there is a null device in the list
|
|\ \ \
| | | |
| | | | |
gl_rasterizer: Implement primitive restart.
|
| |/ / |
|
|/ / |
|
|\ \
| | |
| | | |
Implemented Shader Local Memory
|
| | | |
|
| | | |
|
|\ \ \
| | | |
| | | | |
vfs: Remove InterpretAsDirectory and related functions
|
| | | |
| | | |
| | | |
| | | | |
When writing VFS, it initally seemed useful to include a function to in-place convert container files into directories in one homogenous directory structure, but re-evaluating it now there have been plenty of chances to use it and there has always been a better way. Removing as it is unused and likely will not be used.
|
|\ \ \ \
| | | | |
| | | | | |
gl_rasterizer: Implement depth range.
|
| | | | | |
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
yuzu/main: Notify user of loading errors with Amiibo data
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
We shouldn't silently continue if loading failed, since the general
assumption is that no messages showing up implicitly indicates success.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
configure_system: Minor cleanup-related changes
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This should be localizable, since it's user-facing text.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
We can just make the function accept an arbitrary ProfileManager
reference and operate on that instead of tying the function to the class
itself. This allows us to keep the function internal to the cpp file and
removes the need to forward declare the UUID struct.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
These should be initialized to deterministic values so it's easier to
catch improper behavior, as it'll always be reproducable, instead of
performing uninitialized reads.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This is a static function so we can just perform an assignment directly.
|
| | | | | | | |
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
These are only used within this class, so we can make them private to
keep their use contained. This also gets rid of the pre-Qt5 'slot'
identifier, since Qt 5's connection syntax doesn't require a function to
be declared a slot anymore.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
- This is an incomplete implementation. It was tested with Super Mario Party.
|
| | | | | | | |
|
| | | | | | | |
|
| |_|/ / / /
|/| | | | | |
|
|/ / / / /
| | | | |
| | | | |
| | | | | |
Prevents a potential bug when using RLE records in an IPS patch.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
service/usb: Update service function tables
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Updated based off the information provided by Hexkyz on Switchbrew.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
service/acc: Silence compiler truncation warnings
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This is just flat data, so it doesn't really need to be in the function
itself. This also allows deduplicating the constant for the backup size
in GetImageSize().
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Silences compiler warnings related to truncation. This also introduces a
small helper function to perform the clamping of the image size.
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
Allows unindenting the other branch's code.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
kernel/error: Amend error return code values
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Now that we've gotten the innaccurate error codes out of the way, we can
finally toss away a bunch of these, trimming down the error codes to
ones that are actually used and knocking out two TODO comments.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This is more consistent with what the kernel does.
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This is what the kernel does in this instance.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
These are now entirely unused and can be removed.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Like with the previous change, the kernel doesn't return NOT_AUTHORIZED
here. It returns INVALID_THREAD_PRIORITY.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
All priority checks are supposed to occur before checking the validity
of the thread handle, we're also not supposed to return
ERR_NOT_AUTHORIZED here.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
The kernel appears to return 0xE601 for this situation. Particularly in
svcWaitSynchronization, svcReplyAndReceive, and svcGetThreadContext
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
The kernel appears to return 0xF601 for this case.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
rasterizer: Fix Layered Textures Loading and Cubemaps
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
game_list_worker: Use QString's formatting instead of fmt in FormatPatchNameVersions()
|
| | |/ / / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Using fmt here requires unnecessary string conversions back into
QString. Instead, we can just use QString's formatting and get the end
result of the formatting operation in the proper type.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
profile_manager: Use std::optional instead of boost::optional
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Now that we can actually use std::optional on macOS, we don't need to
continue using boost::optional here.
|
|\ \ \ \ \ \ \
| |_|_|_|_|/ /
|/| | | | | | |
yuzu/configuration/config: Use a std::unique_ptr for qt_config instead of a raw pointer
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Same behavior, less code.
|
| | |_|/ / /
| |/| | | |
| | | | | |
| | | | | | |
Makes the class layout consistent with the others.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
time_stretch: Remove unused m_channel_count member variable
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
This is only stored to, but never read from.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Implement PointSize Output Attribute.
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
graphic_breakpoints: Correct translation of strings in BreakpointModel's data() function
|
| | |_|/ / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
tr() will not function properly on static/global data like this, as the
object is only ever constructed once, so the strings won't translate if
the language is changed without restarting the program, which is
undesirable. Instead we can just turn the map into a plain old function
that maps the values to their equivalent strings. This is also lessens
the memory allocated, since it's only allocating memory for the strings
themselves, and not an encompassing map as well.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
npad: Remove unused controller variable from OnInit()
|
| | |_|/ / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This also gets rid of variable shadowing related to the lambda parameter
a little bit below this code as well.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
game_list: Use QFileInfo instead of common's file functions
|
| | |_|/ / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
We can just use the facilities that Qt provides instead of pulling in
stuff from common. While we're at it, we can also simplify the nearby
logging statement's argument by just calling .toStdString()
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
game_list: Make game list column headers translatable
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | | |
These are user-facing strings, so they should be marked as translatable
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
bootmanager: Use QStringLiteral instead of std::string to represent the window title.
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This gets rid of an unnecessary type conversion. We can just use the
regular QStringLiteral to already format the string as the type
setWindowTitle accepts instead of converting from a std::string
instance.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
perf_stats: Remove unused variable within DoFrameLimiting()
|
| | |/ / / / /
| |/| | | | |
| | | | | | |
| | | | | | | |
This hasn't been used since ba8ff096fdc9f7ab101851c4cd06c3244a7d84c3
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
aoc_u: Make use of previously-unused CheckAOCTitleIDMatchesBase() function
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
We can just call the function instead of duplicating the code here. This
also prevents an unused function warning.
We also don't need to take the lambda capture by reference. It's just a
u64 value, so by value is fine here.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
maxwell_3d/decoders: Remove unused variables
|
| | | | | | | | |
|
| |/ / / / / / |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
file_sys: Remove unused variables
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Also gets rid of an unused variable.
|
| |/ / / / / / |
|
|\ \ \ \ \ \ \
| |_|_|/ / / /
|/| | | | | | |
logging/backend: Add missing services to the log filters
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
Just a few overlooked services.
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
qt: Add UI to manage emulated user profiles
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Prevents bug where old username would remain if the new username was shorter in length.
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
Added break types to svcBreak
|
| | | | | | |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
There seems to be more such as type 1, and 2. Unsure what these currently are but when a game hits them we can investigate and add the rest
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
* Fixed conflict with nfp
* Few fixups for nfc
* Conflict 2
* Fixed AttachAvailabilityChangeEvent
* Conflict 3
* Fixed byte padding
* Refactored amiibo to not reside in "System"
* Removed remaining references of nfc from system
* used enum for Nfc GetStateOld
* Added missing newline
* Moved file operations to front end
* Conflict 4
* Amiibos now use structs and added mutexes
* Removed amiibo_path
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
patch_manager: Add support for LayeredFS on DLC RomFS
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Prevents a Entry from appearing in the list twice if the user has it installed in two places (e.g. User NAND and SDMC)
|
| | | | | | | |
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
CMakeLists: Use PROJECT_SOURCE_DIR instead of CMAKE_SOURCE_DIR
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This is more localized to what we want to enforce directory-wise with
the project. CMAKE_SOURCE_DIR indicates the root of the source tree, but
this would cause the wrong behavior if someone included yuzu as part of
a larger buildsystem (for whatever reason). Instead, we want to use the
directory where the "project(yuzu)" command was declared as the root
path reference.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
common: Remove memory_util.h/.cpp
|
| | |_|_|/ / / /
| |/| | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Everything from here is completely unused and also written with the
notion of supporting 32-bit architecture variants in mind. Given the
Switch itself is on a 64-bit architecture, we won't be supporting 32-bit
architectures. If we need specific allocation functions in the future,
it's likely more worthwhile to new functions for that purpose.
|
|\ \ \ \ \ \ \ \
| |/ / / / / / /
|/| | | | | | | |
kernel/process: Make the handle table per-process
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
In the kernel, there isn't a singular handle table that everything gets
tossed into or used, rather, each process gets its own handle table that
it uses. This currently isn't an issue for us, since we only execute one
process at the moment, but we may as well get this out of the way so
it's not a headache later on.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
Port citra-emu/citra#4336: "Only redefine some 64-bit file operation for MSVC"
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
MinGW provides POSIX functions
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
gl_shader_decompiler: Implement VSETP
|
| | | | | | | | | |
|
| | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \
| | | | | | | | | |
| | | | | | | | | | |
maxwell_dma: Silence compilation warnings
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
These three source files are the only ones within the engines directory
that don't use nested namespaces. We may as well change these over to
keep things consistent.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
These are never modified, so we can make that assumption explicit.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
This prevents truncation warnings at the lambda's usage sites.
|
| | |_|/ / / / / /
| |/| | | | | | |
| | | | | | | | |
| | | | | | | | | |
These pointer variables are never used, so we can get rid of them.
|
|\ \ \ \ \ \ \ \ \
| |_|_|/ / / / / /
|/| | | | | | | | |
Implemented Alpha Test using Shader Emulation
|
| | | | | | | | | |
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gl_shader_decompiler: Implement PBK and BRK
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|/| | | | | | | |
Added Saturation to FMUL32I
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CMakeLists: Use target_compile_definitions instead of add_definitions to define YUZU_ENABLE_COMPATIBILITY_REPORTING
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Keeps the definition constrained to the yuzu target and prevents
polluting anything else in the same directory (should that ever happen).
It also keeps it consistent with how the USE_DISCORD_PRESENCE definition
is introduced below it.
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gl_shader_decompiler: Minor changes
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If the variable being moved is const, then std::move will always perform
a copy (since it can't actually move the data).
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A variable with the same name was previously declared in an outer scope.
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| |_|/ / / / /
|/| | | | | | |
psm: Add psm service and stub commands 0 and 1
|
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Used by LovePotion Lua Homebrew. Stubbed as connected to official Nintendo Switch dock.
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Used by LovePotion Lua Homebrew. Stubbed to return 100% charge.
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Seems to be the power controller. Listed in switchbrew under the category PTM services.
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web_service/CMakeLists: Make the CPPHTTPLIB_OPENSSL_SUPPORT constrained to the web_service library only
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Given we link in httplib privately, we can also make the definition
enabling OpenSSL support private as well. Prevents leaking a definition
into other libraries that link with this one, like the core library.
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svc: Fix vma boundary check in svcQueryMemory
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| |/ / / / /
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This should be comparing against the queried process' vma_map, not the
current process'. The only reason this hasn't become an issue yet is we
currently only handle one process being active at any time.
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Fixed FSETP and FSET
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service: Update service function tables
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Updated based off information provided by Switchbrew.
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Added based off information provided by Switchbrew.
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Updated based off information from Switchbrew
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Also introduces the new prepo:a2 service.
Updated based off information provided by Switchbrew.
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Updated based off information provided by Switchbrew.
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Fixed VAOs Float types only returning GL_FLOAT
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|/| | | | | |
qt: Move Reinitialize Keys to Tools menu
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| |/ / / / |
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| |/ / / /
|/| | | | |
Added auto controller switching to supported controllers and single joycon button rotation
|
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This is a subset of the better-hid-2 changes, this fixes input in various games which don't support dual joycons. This pr will search for the next best controller which is supported by the current game
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|/ / / /
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The intention of declaring them in gl_shader_decompiler was to be able
to use blocks to implement geometry shaders. But that wasn't needed in
the end and it caused issues when both vertex stages were being used,
resulting in a redeclaration of "position".
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gl_shader_decompiler: Implement H* instructions
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svc: Add missing sanitizing checks for MapSharedMemory/UnmapSharedMemory
|
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Now that the changes clarifying the address spaces has been merged, we
can wrap the checks that the kernel performs when mapping shared memory
(and other forms of memory) into its own helper function and then use
those within MapSharedMemory and UnmapSharedMemory to complete the
sanitizing checks that are supposed to be done.
|
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GPU/DMA: Flush the source region and invalidate the destination region when doing a DMA transfer.
|
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service: Update function tables
|
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Updated based off information provided by Switchbrew.
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Updated based off information provided by Switchbrew.
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Updated based off information provided by Switchbrew.
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| | | | | | | |
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Updated based off information provided by switchbrew.
|
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| | | | | | | |
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Updated based off information provided by Switchbrew.
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Added based off information provided by Switchbrew
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Updated based off information provided by Switchbrew.
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| |/ / / / / /
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Updated based on information from Switchbrew.
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aoc_u: Stub GetAddOnContentListChangedEvent
|
| | |_|_|_|/ /
| |/| | | | |
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This event signals the game when new DLC is purchased from the eShop while the game is running. Since, for the forseeable future, yuzu will not have this ability, it seems safe to stub with a dummy event that will never fire. This is needed to boot Sonic Mania Plus (update v1.04).
|
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hid: Minor cleanup-related changes
|
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swap.h only needs to be present in the header for the type aliases and
definitions, it's not actually needed in the cpp files though. input.h
is just unused entirely in xpad.h
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Given it's unused, we may as well toss it.
|
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This is only useful in headers.
|
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This is just a lookup table, and since it's private, there's nothing
really stateful about it, so we can just move it into the cpp file.
|
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This literally does nothing.
|
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These classes are non-trivial and are definitely going to be changed in
the future, so we default these to prevent issues with forward
declarations, and to keep the compiler from inlining tear-down code.
|
| | |_|/ / / /
| |/| | | | |
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The destructor doesn't need to be a pure-virtual function.
|
| |/ / / / /
|/| | | | |
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Fixes a fatal crash on start when deriving keys.
|
| |/ / / /
|/| | | |
| | | | |
| | | | | |
Needed by arms due to new hid rework
|
|\ \ \ \ \
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svc: Add missing error checks in svcArbitrateLock/svcArbitrateUnlock
|
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The kernel itself checks whether or not the provided addresses are word
aligned before continuing, so we should be doing the same.
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This will be used in a following change to svcArbitrateLock() and
svcArbitrateUnlock()
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Aligning on 4KB pages isn't a Switch-specific thing, so this can be
moved to common so it can be used with other things as well.
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content_archive: Minor reorganization changes
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std::move doesn't actually dereference the data, so it doesn't matter
whether or not the type is null.
|
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This is only ever used within the cpp file, so it can just be an
internal function.
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This is the same as using std::any_of with an inverted predicate.
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The constructor alone is pretty large, the reading code should be split
into its consistuent parts to make it easier to understand it without
having to build a mental model of a 300+ line function.
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| | |_|_|/ /
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| | | | | |
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| | | | | | |
Each header is 512 bytes in size, which is kind of an excessive amount
to copy all the time when it's possible to avoid doing so.
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Used better names for mm:u and fixed a bad stub
|
| | |_|/ / /
| |/| | | |
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| | | | | | |
InitializeWithId needs to return an id which is a u32 which should be a non zero value
|
| |_|/ / /
|/| | | |
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CpuCore already does this sort of checking, so we can just call that
instead of duplicating the assertions.
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XCI: Add function for checking the existence of the program NCA
|
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The only reason the getter existed was to check whether or not the
program NCA was null. Instead, we can just provide a function to query
for the existence of it, instead of exposing it entirely.
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| |_|/ / /
|/| | | | |
Implemented 3D Textures
|
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|\ \ \ \ \
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"Better Hid" Rework Part 1
|
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| | | | | | |
Reason for the change is to allow both docked and undocked mode to work
|
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Kirby input still doesn't work, should fix a lot of other games
|
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Used by Mario Party
|
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HandheldVariant is for specific games which expect handheld controllers to be at position 8(kirby), however this doesn't fix all games as some games require handhelds to be at position 0(snipperclips)
|
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Fixes arms
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| |_|/ / / /
|/| | | | | |
shader_decompiler: Fix TLDS
|
| | |_|/ /
| |/| | | |
|
|\ \ \ \ \
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| | | | | | |
Implement flushing in the rasterizer cache
|
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- This will be used as a catch-all for slow-but-accurate GPU emulation paths.
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- This does not really have anything to do with OpenGL.
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- These cannot be used within the cache, as they change cache state.
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|
| | |_|/ /
| |/| | | |
|
|\ \ \ \ \
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svc: Clarify enum values for AddressSpaceBaseAddr and AddressSpaceSize in svcGetInfo()
|
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| | | | | |
| | | | | |
| | | | | |
| | | | | | |
So, one thing that's puzzled me is why the kernel seemed to *not* use
the direct code address ranges in some cases for some service functions.
For example, in svcMapMemory, the full address space width is compared
against for validity, but for svcMapSharedMemory, it compares against
0xFFE00000, 0xFF8000000, and 0x7FF8000000 as upper bounds, and uses
either 0x200000 or 0x8000000 as the lower-bounds as the beginning of the
compared range. Coincidentally, these exact same values are also used in
svcGetInfo, and also when initializing the user address space, so this
is actually retrieving the ASLR extents, not the extents of the address
space in general.
|
|\ \ \ \ \ \
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| | | | | | | |
Implement Arrays on Tex Instruction
|
| | |_|/ / /
| |/| | | | |
|
|\ \ \ \ \ \
| |_|_|/ / /
|/| | | | | |
savedata_factory: Add DeviceSaveData and fix TemporaryStorage
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Required for TemporaryStorage saves (in addition to SaveDataType)
|
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| | | | | |
| | | | | |
| | | | | | |
Uses the same path as SaveData except with UID 0. Adds a warning if UID is not 0.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
content_archive/patch_manager: Lower log levels to eliminate some unnecessary logs
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Normal Program-type patches will still be logged to aid in debugging, but for others (mainly Control), it was moved to Debug.
|
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| | | | | | |
| | | | | | | |
Avoids printing live keys in the general log.
|
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| | | | | | |
| | | | | | |
| | | | | | | |
* Implement VI ConvertScalingMode
* Fixed push enum
* Scale mode now uses Nintendo scale mode as an enum as well
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
core: Convert shared_ptr instances into unique_ptr instances where applicable for System and Cpu
|
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|
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| | | | | | | |
| | | | | | | | |
There's no need for shared ownership here, as the only owning class
instance of those Cpu instances is the System class itself. We can also
make the thread_to_cpu map use regular pointers instead of shared_ptrs,
given that the Cpu instances will always outlive the cases where they're
used with that map.
|
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| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Like the barrier, this is owned entirely by the System and will always
outlive the encompassing state, so shared ownership semantics aren't
necessary here.
|
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| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This will always outlive the Cpu instances, since it's destroyed after
we destroy the Cpu instances on shutdown, so there's no need for shared
ownership semantics here.
|
| |_|/ / / / /
|/| | | | | |
| | | | | | |
| | | | | | |
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| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
The data retrieved in these cases are ultimately chiefly owned by either
the RegisteredCache instance itself, or the filesystem factories. Both
these should live throughout the use of their contained data. If they
don't, it should be considered an interface/design issue, and using
shared_ptr instances here would mask that, as the data would always be
prolonged after the main owner's lifetime ended.
This makes the lifetime of the data explicit and makes it harder to
accidentally create cyclic references. It also makes the interface
slightly more flexible than the previous API, as a shared_ptr can be
created from a unique_ptr, but not the other way around, so this allows
for that use-case if it ever becomes necessary in some form.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
web_service: Make linkage of web_service-related externals and the library private
|
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| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Now that all external dependencies are hidden, we can remove
json-headers from the publically linked libraries, as the use of this
library is now completely hidden from external users of the web_service
library. We can also make the web_services library private as well,
considering it's not a requirement. If a library needs to link in
web_service, it should be done explicitly -- not via indirect linking.
|
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| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Like with TelemetryJson, we can make the implementation details private
and avoid the need to expose httplib to external libraries that need to
use the Client class.
|
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| | | | | | | |
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| | | | | | | |
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| | | | | | | |
| | | | | | | |
| | | | | | | | |
Users of the web_service library shouldn't need to care about an
external library like json.h. However, given it's exposed in our
interface, this requires that other libraries publicly link in the JSON
library. We can do better.
By using the PImpl idiom, we can hide this dependency in the cpp file
and remove the need to link that library in altogether.
|
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|
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| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Taking them by const reference isn't advisable here, because it means
the std::move calls were doing nothing and we were always copying the
std::string instances.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Removes unused includes. Also rectifies a missing <chrono> include.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Avoids introducing the definition to the whole directory space and
localizes it to being added to the library that needs it.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
yuzu/main: Apply the [[maybe_unused]] attribute to the parameter of SetDiscordEnabled
|
| | |_|_|/ / / /
| |/| | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Depending on whether or not USE_DISCORD_PRESENCE is defined, the "state"
parameter can be used or unused. If USE_DISCORD_PRESENCE is not defined,
the parameter will be considered unused, which can lead to compiler
warnings. So, we can explicitly mark it with [[maybe_unused]] to inform
the compiler that this is intentional.
|
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These are just the size of the data being passed in, so we can specify
that via the size() member function.
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aoc: Fix various bugs in current AOC implementation
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Falls back to title ID + 0x1000, which is what HOS does.
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nro/nso: Minor error handling changes
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If a malformed NSO is attempted to be loaded, we shouldn't continue
onwards. We should be reporting an error and bailing out.
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This function doesn't need to care about ownership semantics, so we can
just pass it a reference to the file itself, rather than a
std::shared_ptr alias.
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crypto: Various crypto fixes for quickstart guide
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Control Code 0xf means to unconditionally execute the instruction. This
value is passed to most BRA, EXIT and SYNC instructions (among others)
but this may not always be the case.
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key_manager/partition_data_manager: Minor changes
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We can just reserve the memory then perform successive insertions
instead of needing to use memcpy. This also avoids the need to zero out
the output vector's memory before performing the insertions.
We can also std::move the output std::vector into the destination so
that we don't need to make a completely new copy of the vector, getting
rid of an unnecessary allocation.
Additionally, we can use iterators to determine the beginning and end
ranges of the std::vector instances that comprise the output vector, as
the end of one range just becomes the beginning for the next successive
range, and since std::vector's iterator constructor copies data within
the range [begin, end), this is more straightforward and gets rid of the
need to have an offset variable that keeps getting incremented to
determine where to do the next std::memcpy.
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Aside from emplacing elements into the map, the map itself is never
actually queried for contained data.
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These are only ever read from, so we don't need to make a copy of all
the keys here.
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Given it's only used in one spot and has a fairly generic name, we can
just specify it directly in the function call. This also the benefit of
automatically moving it.
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Commented out code shouldn't be left in without a reason indicating why
in a comment.
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Instead, we can make it part of the type and make named variables for
them, so they only require one definition (and if they ever change for
whatever reason, they only need to be changed in one spot).
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Given the VirtualFile instance isn't stored into the class as a data
member, or written to, this can just be turned into a const reference,
as the constructor doesn't need to make a copy of it.
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Orders the members in the exact order they would be initialized. This
also prevents compiler warnings about this sort of thing.
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Gets unused includes out of the headers and moves them into the cpp file
if they're used there instead.
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If the data is unconditionally being appended to the back of a
std::vector, we can just directly insert it there without the need to
insert all of the elements one-by-one with a std::back_inserter.
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If a conditional (or it's body) travels more than one line, it should be
braced.
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Given the filesystem should always be assumed to be volatile, we should
check and bail out if a seek operation isn't successful. This'll prevent
potentially writing/returning garbage data from the function in rare
cases.
This also allows removing a check to see if an offset is within the
bounds of a file before perfoming a seek operation. If a seek is
attempted beyond the end of a file, it will fail, so this essentially
combines two checks into one in one place.
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Given the file is opened a few lines above and no operations are done,
other than check if the file is in a valid state, the read/write pointer
will always be at the beginning of the file.
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yuzu/main: Simplify OnMenuLoadFile()
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We can utilize QStringList's join() function to perform all of the
appending in a single function call.
While we're at it, make the extension list a single translatable string
and add a disambiguation comment to explain to translators what %1
actually is.
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video_core: Added ASTC 5x4; 8x5 types
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filesystem: Make CreateFactories() and InstallInterface() take a VfsFilesystem by reference
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Neither of these functions alter the ownership of the provided pointer,
so we can simply make the parameters a reference rather than a direct
shared pointer alias. This way we also disallow passing incorrect memory values like
nullptr.
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| |_|_|/ / / / /
|/| | | | | | | |
Introduce 3D Swizzle seamlessly
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svc: Implement svcGetProcessInfo
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A fairly basic service function, which only appears to currently support
retrieving the process state. This also alters the ProcessStatus enum to
contain all of the values that a kernel process seems to be able of
reporting with regards to state.
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|/ / / / / /
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This should help diagnose crashes easier and prevent many users thinking that a game is still running when in fact it's just an audio thread still running(this is typically not killed when svcBreak is hit since the game expects us to do this)
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crypto: Add support for full key derivation
|
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x
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Keeps track of system files for key derivation
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Derives titlekeys
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Derives master keys, game encryption keys, and package1/2 keys
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TSEC, SBK, BIS, and other Sources for proper derivation
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kernel/process: Make CodeSet a regular non-inherited object
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These only exist to ferry data into a Process instance and end up going
out of scope quite early. Because of this, we can just make it a plain
struct for holding things and just std::move it into the relevant
function. There's no need to make this inherit from the kernel's Object
type.
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Implemented helper function to correctly calculate a texture's size
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svc: Fix typos in sanitizing checks for MapMemory/UnmapMemory
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Fixed incorrect types for svcBreak
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signal_debugger seems like a more fitting name
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svcBreak reason should be a u32, not a u64.
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Passing an invalid nmap handle to Remap should throw an error
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Added error for invalid nmap handles
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thread: Remove unnecessary memset from ResetThreadContext()
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Regular value initialization is adequate here for zeroing out data. It
also has the benefit of not invoking undefined behavior if a non-trivial
type is ever added to the struct for whatever reason.
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Added error codes for nvmap
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HwOpus, Implemented DecodeInterleavedWithPerformance
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Used by sonic ages
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svc: Add missing address range sanitizing checks to MapMemory/UnmapMemory
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This adds the missing address range checking that the service functions
do before attempting to map or unmap memory. Given that both service
functions perform the same set of checks in the same order, we can wrap
these into a function and just call it from both functions, which
deduplicates a little bit of code.
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nvhost_as_gpu: Flush/invalidate CPU VAddr on UnmapBuffer.
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Fixed block height settings for RenderTargets and Depth Buffers
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Implemented Scissor Testing
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gl_shader_decompiler: Implement geometry shaders
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There's no real need to use a shared pointer in these cases, and only
makes object management more fragile in terms of how easy it would be to
introduce cycles. Instead, just do the simple thing of using a regular
pointer. Much of this is just a hold-over from citra anyways.
It also doesn't make sense from a behavioral point of view for a
process' thread to prolong the lifetime of the process itself (the
process is supposed to own the thread, not the other way around).
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ips_layer: Silence truncation and conversion warnings
|
| | |/ / /
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Makes type conversions explicit to avoid compiler warnings.
|
|\ \ \ \ \
| |_|_|/ /
|/| | | | |
patch_manager: Return a std::unique_ptr from ParseControlNCA() and GetControlMetadata() instead of a std::shared_ptr
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Neither of these functions require the use of shared ownership of the
returned pointer. This makes it more difficult to create reference
cycles with, and makes the interface more generic, as std::shared_ptr
instances can be created from a std::unique_ptr, but the vice-versa
isn't possible. This also alters relevant functions to take NCA
arguments by const reference rather than a const reference to a
std::shared_ptr. These functions don't alter the ownership of the memory
used by the NCA instance, so we can make the interface more generic by
not assuming anything about the type of smart pointer the NCA is
contained within and make it the caller's responsibility to ensure the
supplied NCA is valid.
|
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gl_shader_decompiler: Remove unused variables in TMML's implementation
|
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| | | | |
Given "y" isn't always used, but "x" is, we can rearrange this to avoid
unused variable warnings by changing the names of op_a and op_b
|
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| | | | | |
Port citra-emu/citra#4310: "Handle touch input"
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change TouchToPixelPos to return std::pair<int, int>
static_cast (SDL)
various minor style and code improvements
style - PascalCase for function names
made touch events private
const pointer arg in touch events
make TouchToPixelPos a const member function
did I do this right?
braces on barely-multiline if
remove question comment (confirmed in Discord)
fixed consts
remove unused parameter from TouchEndEvent
DRY - High-DPI scaled touch put in separate function
also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom.
implicit conversion from QPoint to QPointF, apparently
I have no idea what const even means but I'll put it here anyway
remove unused or used-once variables
make touch scaling functions const, and put their implementations together
removed unused FingerID parameters
QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit
better DRY in SDL
To do -> TODO(NeatNit)
remove unused include
|
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| | | | | |
svcBreak, Signalling to the debugger should not kill execution
|
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|
| | | | | |
|
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| | | | | |
When loading NROs, svcBreak is called to signal to the debugger that a new "module" is loaded. As no debugger is technically attached we shouldn't be killing the programs execution.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
telemetry_session: Minor miscellaneous changes
|
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There's no "func" parameter, so this can just be removed.
|
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| | | | | |
| | | | | | |
Prevents potential compilation issues in the future by including missing
headers for certain functions and types.
|
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This isn't implemented anywhere, so it can just be removed.
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| | | | |
| | | | |
| | | | | |
We don't need to potentially heap-allocate a std::string instance here,
given the data is known ahead of time. We can just place it within an
array and pass this to the mbedtls functions.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
ips_layer: Minor miscellaneous changes
|
| | | | | |
| | | | | |
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| | | | | |
| | | | | |
| | | | | | |
We can just compare the existing std::vector instance with a constexpr
std::array containing the desired match. This is lighter resource-wise,
as we don't need to allocate on the heap.
|
| | | | | |
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| | | | | |
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| | | | | | |
Makes the layout of the array consistent, by making all elements match,
instead of special-casing the first one.
|
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| | | | | | |
Adds missing includes to prevent potential compilation issues in the
future. Also moves the definition of a struct into the cpp file, so that
some includes don't need to be introduced within the header.
|
| |/ / / /
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| | | | |
| | | | |
| | | | | |
We don't need to make a copy of the read data, so we can std::move it
into the make_shared call here.
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|\ \ \ \ \
| |/ / / /
|/| | | | |
Fixed smo softlock due to incorrect effect state updating
|
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|
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Softlock explanation:
after effects are initialized in smo, nothing actually changes the state. It expects the state to always be initialized. With the previous testing, updating the states much like how we handle the memory pools continue to have the softlock(which is why I said it probably wasn't effects) after further examination it seems like effects need to be initialized but the state remains unchanged until further notice. For now, assertions are added for the aux buffers to see if they update, unable to check as I haven't gotten smo to actually update them yet.
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|\ \ \ \ \
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fsmitm_romfsbuild: Add support for stubbing and IPS patches in LFS
|
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| |_|_|/ / /
|/| | | | | |
ips_layer: Add support for IPSwitch executable patches
|
| | | | | |
| | | | | |
| | | | | | |
Specifically bugs/crashes that arise when putting them in positions that are legal but not typical, such as midline, between patch data, or between patch records.
|
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More accurately follows IPSwitch specification.
|
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| |/ / / /
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| | | | |
| | | | | |
Converts between bytes and strings when the size is not known at compile time.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Fixed assertion due to CountAddOnContent & Casting warnings
|
| | |_|/ /
| |/| | |
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| | | | |
| | | | |
| | | | | |
Word count should be 3 since we're pushing a result code and a u32.
Also fixed up compiler warnings due to casting
|
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Unmapping an unmapped buffer should succeed
|
| |/ / / /
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| | | | |
| | | | | |
Hardware tests show that trying to unmap an unmapped buffer already should always succeed. Hardware test was tested up to 32 iterations of attempting to unmap
|
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Uses -p (--program) and following string as args.
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|/ / / /
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| | | |
| | | | |
Only added if arguments string is non-empty and a pass is requested by loader.
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loader: Add support for packed updates
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Reads as Update (NSP) in add-ons
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Will prefer any installed update over the packed version.
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Reads the update included with the game if it has one and adds the new ErrorNoPackedUpdate status.
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Fixes errors with certain updates
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gl_rasterizer: Implement accelerated Fermi2D copies.
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Implemented Depth Compare, Shadow Samplers and Texture Processing Modes for TEXS and TLDS
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Port citra-emu/citra#4311: "Remove "#" in the version number"
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So that people can stop using it in issue/pr comments and randomly link some other issue/pr unintentionally.
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| |_|_|_|/
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Port citra-emu/citra#4140: "misc input tab improvements"
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* Added a context menu on the buttons including Clear & Restore Default
* Allow clearing (unsetting) inputs. Added a Clear All button
* Allow restoring a single input to default (instead of all)
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Ported #4296 from citra
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This will allow us to easily remove the use of "NFC" in "System"
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gl_rasterizer: Fixup undefined behaviour in SetupDraw
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These were pointing to a non-existent webpage.
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Port web_service from Citra
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This was the result of a typo accidentally introduced in
e51d715700a35a8f14e5b804b6f7553c9a40888b. This restores the previous
correct behavior.
The behavior with the reference was incorrect and would cause some games
to fail to boot.
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ui_settings: Place definition of the theme array within the cpp file
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Placing the array wholesale into the header places a copy of the whole
array into every translation unit that uses the data, which is wasteful.
Particularly given that this array is referenced from three different
translation units.
This also changes the array to contain pairs of const char*, rather than
QString instances. This way, the string data is able to be fixed into
the read-only segment of the program, as well as eliminate static
constructors/heap allocation immediately on program start.
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gl_rasterizer: Implement quads topology
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Conceptually, it doesn't make sense for a thread to be able to persist
the lifetime of a scheduler. A scheduler should be taking care of the
threads; the threads should not be taking care of the scheduler.
If the threads outlive the scheduler (or we simply don't actually
terminate/shutdown the threads), then it should be considered a bug
that we need to fix.
Attributing this to balika011, as they opened #1317 to attempt to fix
this in a similar way, but my refactoring of the kernel code caused
quite a few conflicts.
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kernel/thread: Make all instance variables private
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Many of the member variables of the thread class aren't even used
outside of the class itself, so there's no need to make those variables
public. This change follows in the steps of the previous changes that
made other kernel types' members private.
The main motivation behind this is that the Thread class will likely
change in the future as emulation becomes more accurate, and letting
random bits of the emulator access data members of the Thread class
directly makes it a pain to shuffle around and/or modify internals.
Having all data members public like this also makes it difficult to
reason about certain bits of behavior without first verifying what parts
of the core actually use them.
Everything being public also generally follows the tendency for changes
to be introduced in completely different translation units that would
otherwise be better introduced as an addition to the Thread class'
public interface.
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| |_|_|_|/
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text_formatter: Avoid unnecessary string temporary creation in PrintMessage()
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operator+ for std::string creates an entirely new string, which is kind
of unnecessary here if we just want to append a null terminator to the
existing one.
Reduces the total amount of potential allocations that need to be done
in the logging path.
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file_sys: Add support for loading IPS patches
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Avoid resource-heavy classes and remove quasi-duplicated code.
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While PatchExeFS operated on the entire directory, this function operates on the uncompressed NSO. Avoids copying decompression code to PatchManager.
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aoc_u: Fix edge case with DLC that causes breaks
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| |/ / /
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In some games (Splatoon 2 and Splatoon 2 Splatfest World Premiere, notably), pass offset=0 and count=2047 into the ListAddOnContent method which should return all DLCs for the current title. The (presumably) intended behavior is to successfully return a empty array but because of a < v. <= in an if statement, a failure error code was returned causing these games to svcBreak. This fixes that if statement.
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configure_graphics: Make functions internally linked where applicable
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These aren't used outside of this translation unit, so they can be
internally linked.
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configure_audio: Minor cleanup-related changes
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Keeps the individual behaviors in their own functions, and cleanly
separate. We can also do a little better by converting the relevant IDs
within the core to a QString only once, instead of converting every
string into a std::string.
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This ensures that the proper codec will always be used no matter what.
It also avoids relying on ASCII conversions.
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Disambiguates what the string represents to help translators more easily
understand what it is that they're translating. While we're at it, we
can move the code to its own function, so that we don't need to specify
the same string twice.
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services/fsp_srv: Amend service function table
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| |/ / /
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Adds new functions that have been given names to the table. Information
is based off what is provided on Switchbrew.
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configure_input: Make analog mapping strings translatable
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These strings are user-facing, so they should be specified as
translatable with tr().
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submission_package: Cleanup and bug fixes
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GetName() returns a std::string by value, not by reference, so after the
std::string_view is constructed, it's not well defined to actually
execute any member functions of std::string_view that attempt to access
the data, as the std::string has already been destroyed. Instead, we can
just use a std::string and erase the last four characters.
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If a ticket file was ever a null pointer, we'd cause a null pointer
dereference, as we were calling GetExtension() on the pointer instance.
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When searching for a file extension, it's generally preferable to begin
the search at the end of the string rather than the beginning, as the
whole string isn't going to be walked just to check for something at the
end of it.
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If an error occurs when constructing the PartitionFilesystem instance,
the constructor would be exited early, which wouldn't initialize the
extracted data member, making it possible for other code to perform an
uninitialized read by calling the public IsExtractedType() member
function. This prevents that.
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Like the other two bits of factored out code, this can also be put
within its own function. We can also modify the code so that it accepts
a const reference to a std::vector of files, this way, we can
deduplicate the file retrieval.
Now the constructor for NSP isn't a combination of multiple behaviors in
one spot. It's nice and separate.
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This too, is completely separate behavior from what is in the
constructor, so we can move this to its own isolated function to keep
everything self-contained.
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This behavior is entirely independent of the surrounding code, so it can
be put in its own function to keep the behavior separate.
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We can use early continues here to reduce the amount of nesting.
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service/lbl: Update service function table
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Amends the lbl service table to include new names of functions that were
added to Switchbrew.
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Port citra-emu/citra#4253: "common/string_util cleanup"
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First of all they are foundamentally broken. As our convention is that std::string is always UTF-8, these functions assume that the multi-byte character version of TString (std::string) from windows is also in UTF-8, which is almost always wrong. We are not going to build multi-byte character build, and even if we do, this dirty work should be handled by frontend framework early.
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We always use unicode internally. Any dirty work of conversion with other codec should be handled by frontend framework (Qt). Further more, ShiftJIS/CP1252 are not special (they are not code set used by 3ds, or any guest/host dependencies we have), so there is no reason to specifically include them
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card_image: Ensure program_nca_status is always initialized
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If any of the error paths before the NCA retrieval are taken, it'll
result in program_nca_status being left in an inconsistent state. So we
initialize it by default with a value indicating an error.
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aoc_u: Implement functions and add support for DLC loading
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Command #5
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Commands #2, #3, and #7
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Previous behavior was to assert. Seems to mirror expected game behavior.
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TLDS: Add 1D sampler
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gl_rasterizer_cache: Implement cubemap textures.
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- Fixes issues with Splatoon 2.
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qt: Install System TitleTypes to System NAND
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Fixes an issue where installed system archive NCAs would be installed to user NAND and not recognized by games.
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Implement ISystemDisplayService::GetDisplayMode
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Now that we have all of the rearranging and proper structure sizes in
place, it's fairly trivial to implement svcGetThreadContext(). In the
64-bit case we can more or less just write out the context as is, minus
some minor value sanitizing. In the 32-bit case we'll need to clear out
the registers that wouldn't normally be accessible from a 32-bit
AArch32 exectuable (or process).
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This will be necessary for the implementation of svcGetThreadContext(),
as the kernel checks whether or not the process that owns the thread
that has it context being retrieved is a 64-bit or 32-bit process.
If the process is 32-bit, then the upper 15 general-purpose registers
and upper 16 vector registers are cleared to zero (as AArch32 only has
15 GPRs and 16 128-bit vector registers. not 31 general-purpose
registers and 32 128-bit vector registers like AArch64).
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Makes the public interface consistent in terms of how accesses are done
on a process object. It also makes it slightly nicer to reason about the
logic of the process class, as we don't want to expose everything to
external code.
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Internally within the kernel, it also includes a member variable for the
floating-point status register, and TPIDR, so we should do the same here to match
it.
While we're at it, also fix up the size of the struct and add a static
assertion to ensure it always stays the correct size.
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A process should never require being reference counted in this
situation. If the handle to a process is freed before this function is
called, it's definitely a bug with our lifetime management, so we can
put the requirement in place for the API that the process must be a
valid instance.
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kernel/object: Remove unnecessary std::move from DynamicObjectCast()
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boost::static_pointer_cast for boost::intrusive_ptr (what SharedPtr is),
takes its parameter by const reference. Given that, it means that this
std::move doesn't actually do anything other than obscure what the
function's actual behavior is, so we can remove this. To clarify, this
would only do something if the parameter was either taking its argument
by value, by non-const ref, or by rvalue-reference.
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video_core: Implement point_size and add point state sync
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gl_state: Pack sampler bindings into a single ARB_multi_bind
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process/vm_manager: Initial modifications to load NPDM metadata
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The locations of these can actually vary depending on the address space
layout, so we shouldn't be using these when determining where to map
memory or be using them as offsets for calculations. This keeps all the
memory ranges flexible and malleable based off of the virtual memory
manager instance state.
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Previously, these were reporting hardcoded values, but given the regions
can change depending on the requested address spaces, these need to
report the values that the memory manager contains.
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Given games can also request a 32-bit or 39-bit address space, we
shouldn't be hardcoding the address space range as 36-bit.
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Rather than hard-code the address range to be 36-bit, we can derive the
parameters from supplied NPDM metadata if the supplied exectuable
supports it. This is the bare minimum necessary for this to be possible.
The following commits will rework the memory code further to adjust to
this.
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Port citra-emu/citra#3979 game_list: move SearchField to game_list_p.h and fix untranslated text
|
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I have tested and made sure the text is translatable, but this would require a translation update to take effect.
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| |_|_|_|/ / / / /
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stream: Preserve enum class type in GetState()
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Preserves the meaning/type-safetiness of the stream state instead of
making it an opaque u32. This makes it usable for other things outside
of the service HLE context.
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FPCR register was uninitialized at start up
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Improved Fast Swizzle and Legacy Swizzle
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Avoids making copies of large std::vector instances where it's trivially
avoidable to do so.
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|/| | | | | | | |
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Theres no need to do explicit bitwise arithmetic here, when we have a
function that does this with a more descriptive name.
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kernel/scheduler: Take ARM_Interface instances by reference
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This is only exposed by reference, so we can just make it a unique
pointer to get rid of the need to also use reference counting for the
pointer.
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It doesn't make sense to allow a scheduler to be constructed around a
null pointer.
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service: Add missing headers inclusions where applicable
|
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Gets rid of a few indirect inclusions.
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video_core: Add asserts for CS, TFB and alpha testing
|
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Add asserts for compute shader dispatching, transform feedback being
enabled and alpha testing. These have in common that they'll probably break
rendering without logging.
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Avoids the need to nest code quite a bit by early-exiting in error
cases.
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Orders the initializer list members to be in the same order that they
would be initialized in. Avoids compiler warnings.
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Cast where explicitly necessary and in other cases we can simply modify
the algorithm to accomodate larger data.
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There's no need to duplicate in-class initializers with a constructor
initializer list. std::strings also initialize to empty by default.
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The std::vector instances are already initially allocated with all
entries having these values, there's no need to loop through and fill
them with it again when they aren't modified.
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auto x = 0;
auto-deduces x to be an int. This is undesirable when working with
unsigned values. It also causes sign conversion warnings. Instead, we
can make it a proper unsigned value with the correct width that the
following expressions operate on.
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Ternary operators have a lower precedence than arithmetic operators, so
what was actually occurring here is "return (out + full) ? x : y" which most
definitely isn't intended, given we calculate out recursively above. We
were essentially doing a lot of work for nothing.
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This can cause warnings about static constructors, and is also not ideal
performance-wise due to the indirection through std::function. This also
keeps the behavior itself separate from the surrounding code, which can
make it nicer to read, due to the size of the code.
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Given we just recently had a patch backport this from citra, let's try
and keep the convention uniform.
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Given these are only added to the class to allow those functions to
access the private constructor, it's a better approach to just make them
static functions in the interface, to make the dependency explicit.
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This converts it into a regular constructor parameter. There's no need
to make this a template parameter on the class when it functions
perfectly well as a constructor argument.
This also reduces the amount of code bloat produced by the compiler, as
it doesn't need to generate the same code for multiple different
instantiations of the same class type, but with a different fill value.
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file_sys: Add support for LayeredFS mods
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Reads multiple dirs through as if a waterfall.
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Maps a vector into the VFS interface.
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Always returns the template argument byte for all reads. Doesn't support writes.
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Maps name string to directory or file.
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svc: Updated svc names
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* Implemented fatal:u properly
fatal:u now is properly implemented with all the ipc cmds. Error reports/Crash reports are also now implemented for fatal:u. Crash reports save to yuzu/logs/crash_reports/
The register dump is currently known as sysmodules send all zeros. If there are any non zero values for the "registers" or the unknown values, let me know!
* Fatal:U fixups
* Made fatal:u execution break more clear
* Fatal fixups
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* Stubbed IRS
Currently we have no ideal way of implementing IRS. For the time being we should have the functions stubbed until we come up with a way to emulate IRS properly.
* Added IRS to logging backend
* Forward declared shared memory for irs
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Corrected SSL::SetInterfaceVersion
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Should be a single u32
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* Added glObjectLabels for renderdoc for textures and shader programs
* Changed hardcoded "Texture" name to reflect the texture type instead
* Removed string initialize
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Port citra-emu/citra#4245: "common/thread: remove YieldCPU()"
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simply use the standard library yield()
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Added audren:u#GetAudioRendererState
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process: Make a few member variables private where applicable
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Reduces the use of Process class members externally and keeps most code
related to tearing down a process with the rest of the process code.
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Allows making several members of the process class private, it also
avoids going through Core::CurrentProcess() just to retrieve the owning
process.
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shader_bytecode: Make operator== and operator!= of IpaMode const qualified
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This is more consistent with the surrounding enums.
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These don't affect the state of the struct and can be const member
functions.
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gl_state: Remove unused type alias
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This isn't used anywhere within the header, so we can remove it, along
with the include that was previously necessary. This also uncovers an
indirect include in the cpp file for the assertion macros.
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Logging: Change the TimeStretch::Process log from debug to trace level.
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This function is called too many times and makes the debug logging basically unusable due to the spam.
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yuzu_cmd: fix sd card directory set to nand directory
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gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()
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This was very likely intended to be a logical OR based off the
conditioning and testing of inversion in one case.
Even if this was intentional, this is the kind of non-obvious thing one
should be clarifying with a comment.
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* Added support for uncompressed NSOs
* Moved compressed section check to NsoHeader
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yuzu-cmd: Add filesystem service initializer call
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Ensures all relevant filesystem objects are initialized and eliminates a crash related to the RegisteredCache.
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kernel/thread: Use owner_process when setting the page table in SetupMainThread()
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The owning process of a thread is required to exist before the thread,
so we can enforce this API-wise by using a reference. We can also avoid
the reliance on the system instance by using that parameter to access
the page table that needs to be set.
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arm_interface: Replace kernel vm_manager include with a forward declaration
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Avoids an unnecessary inclusion and also uncovers three places where
indirect inclusions were relied upon, which allows us to also resolve
those.
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RasterizerGL: Use the correct framebuffer when clearing via the CLEAR_BUFFERS register.
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Previously we were clearing the default backbuffer framebuffer.
Found thanks to a Piglit test :)
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file-sys: Default heavy-weight class destructors in the cpp file
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Several classes have a lot of non-trivial members within them, or don't
but likely should have the destructor defaulted in the cpp file for
future-proofing/being more friendly to forward declarations.
Leaving the destructor unspecified allows the compiler to inline the
destruction code all over the place, which is generally undesirable from
a code bloat perspective.
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game_list: Handle plurals within setFilterResult() better
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Qt provides an overload of tr() that operates on quantities in relation
to pluralization. This also allows the translation to adapt based on the
target language rules better.
For example, the previous code would result in an incorrect translation
for the French language (which doesn't use the pluralized version of
"result" in the case of a total of zero. While in English it's
correct to use the pluralized version of "result", that is, "results"
---
For example:
English: "0 results"
French: "0 résultat" (uses the singular form)
In French, the noun being counted is singular if the quantity is 0 or 1.
In English, on the other hand, if the noun being counted has a quantity
of 0 or N > 1, then the noun is pluralized.
---
For another example in a language that has different counting methods
than the above, consider English and Irish. Irish has a special form of
of a grammatical number called a dual. Which alters how a word is
written when N of something is 2. This won't appear in this case with a
direct number "2", but it would change if we ever used "Two" to refer to
two of something. For example:
English: "Zero results"
Irish: "Toradh ar bith"
English: "One result"
Irish: "Toradh amháin"
English: "Two results"
Irish: "Dhá thorthaí" <- Dual case
Which is an important distinction to make between singular and plural,
because in other situations, "two" on its own would be written as "dó"
in Irish. There's also a few other cases where the order the words are
placed *and* whether or not the plural or singular variant of the word
is used *and* whether or not the word is placed after or between a set
of numbers can vary. Counting in Irish also differs depending on whether or not
you're counting things (like above) or counting people, in which case an
entirely different set of numbers are used.
It's not important for this case, but it's provided as an example as to why one
should never assume the placement of values in text will be like that of
English or other languages. Some languages have very different ways to
represent counting, and breaking up the translated string like this
isn't advisable because it makes it extremely difficult to get right
depending on what language a translator is translating text into due to
the ambiguity of the strings being presented for translation.
In this case a translator would see three fragmented strings on
Transifex (and not necessarily grouped beside one another, but even
then, it would still be annoying to decipher):
- "of"
- "result"
- "results"
There is no way a translator is going to know what those sets of words
are actually used for unless they look at the code to see what is being
done with them (which they shouldn't have to do).
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Added IRequest::Submit
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This fixes updated versions of SMO. Currently unable to test as I don't have an updated version
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ring_buffer: Use std::hardware_destructive_interference_size to determine alignment size for avoiding false sharing
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Avoids the need to repeat "std::" twice
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MSVC 19.11 (A.K.A. VS 15.3)'s C++ standard library implements P0154R1
(http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2016/p0154r1.html)
which defines two new constants within the <new> header, std::hardware_destructive_interference_size
and std::hardware_constructive_interference_size.
std::hardware_destructive_interference_size defines the minimum
recommended offset between two concurrently-accessed objects to avoid
performance degradation due to contention introduced by the
implementation (with the lower-bound being at least alignof(max_align_t)).
In other words, the minimum offset between objects necessary to avoid
false-sharing.
std::hardware_constructive_interference_size on the other hand defines
the maximum recommended size of contiguous memory occupied by two
objects accessed wth temporal locality by concurrent threads (also
defined to be at least alignof(max_align_t)). In other words the maximum
size to promote true-sharing.
So we can simply use this facility to determine the ideal alignment
size. Unfortunately, only MSVC supports this right now, so we need to
enclose it within an ifdef for the time being.
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Even though setting this value to 3 is more correct. We break more games than we fix due to missing implementations. We should keep this as 0 for the time being
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Correct endianness of BRK
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externals: Update dynarmic to 171d116
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savedata_factory: Add TemporaryStorage SaveDataType
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Seems to be used by NSO NES Emulator
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control_metadata: Move language name array definition to the cpp file
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There's no need to indent the code here, given the if case contains a
return statement at the end of it.
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This was used in two different translation units
(deconstructed_rom_directory and patch_manager). This means we'd be
pointlessly duplicating the whole array twice due to it being defined
within the header.
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xts_archive/nax: Minor interface changes
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These variables aren't used, which still has an impact, as std::vector
cannot be optimized away by the compiler (it's constructor and
destructor are both non-trivial), so this was just wasting memory.
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std::shared_ptr isn't strictly necessary here and is only ever used in
contexts where the object doesn't depend on being shared. This also
makes the interface more flexible, as it's possible to create a
std::shared_ptr from a std::unique_ptr (std::shared_ptr has a
constructor that accepts a std::unique_ptr), but not the other way
around.
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An instance of the NAX apploader already has an existing NAX instance in
memory. Calling directly into IdentifyType() directly would re-parse the
whole file again into yet another NAX instance, only to toss it away
again.
This gets rid of unnecessary/redundant file parsing and allocations.
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AsNCA() allocates an NCA instance every time it's called. In the current
manner it's used, it's quite inefficient as it's making a redundant
allocation.
We can just amend the order of the conditionals to make it easier to
just call it once.
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Ensures that the member always has a deterministic value.
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Orders the initializer list in the same order the members would be
initialized. Avoids compiler warnings.
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Needed because of the recent nim fixes
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* Reworked incorrect nifm stubs
Need confirmation on `CreateTemporaryNetworkProfile`, unsure which game uses it but according to reversing. It should return a uuid which we currently don't do.
Any 0 client id is considered an invalid client id.
GetRequestState 0 is considered invalid.
* Fixups for nifm
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gl_rasterizer: Fix StartAddress handling with indexed draw calls.
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We uploaded the wrong data before. So the offset on the host GPU pointer may work for the first vertices, the last ones run out bounds.
Let's just offset the upload instead.
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Fixed GetAccountId stub, Added error code for OpenDirectory and added ActivateNpadWithRevision
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With these, `Nintendo Entertainment System - Nintendo Switch Online` loads
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Due to keeping the code style consistent in the yuzu codebase. `rb = rp.MakeBuilder(...)` was replaced with `rb{ctx, ...}`
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Implemented IProfile::GetImageSize
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audio_core: Replace includes with forward declarations where applicable.
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This isn't used within this header and isn't necessary.
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Avoids propagating includes in headers where it's not necessary to do
so.
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Avoids including unnecessary headers within the audio_renderer.h header,
lessening the likelihood of needing to rebuild source files including
this header if they ever change.
Given std::vector allows forward declaring contained types, we can move
VoiceState to the cpp file and hide the implementation entirely.
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Implemented GetDefaultDisplayResolution
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core/core_cpu: Replace exclusive monitor include with forward declaration
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We don't need to include this as a dependency within the header. A
regular forward declaration will suffice here.
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svc_wrap: Convert the PARAM macro into a function
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This can just be a regular function, getting rid of the need to also
explicitly undef the define at the end of the file. Given FuncReturn()
was already converted into a function, it's #undef can also be removed.
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Stubbed ActivateConsoleSixAxisSensor & StartConsoleSixAxisSensor
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gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A code
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These are internally stored as u64 values, so using u32 here causes
truncation warnings. Instead, we can just use u64 and preserve the bit
width.
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shader_decompiler: Implemented (Partialy) Control Codes and CSETP
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shader_decompiler: Asserts for Texture Instructions
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* Fix bug where default username value for yuzu_cmd create an userprofile with uninitialize data as username
* Fix format
* Apply code review changes
* Remove nullptr check
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kernel/svc: Handle invalid address cases within svcArbitrateLock() and svcArbitrateUnlock()
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We already have a ResultCode constant for the case of an invalid
address, so we can just use it instead of re-rolling that ResultCode
type.
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The kernel does the equivalent of the following check before proceeding:
if (address + 0x8000000000 < 0x7FFFE00000) {
return ERR_INVALID_MEMORY_STATE;
}
which is essentially what our IsKernelVirtualAddress() function does. So
we should also be checking for this.
The kernel also checks if the given input addresses are 4-byte aligned,
however our Mutex::TryAcquire() and Mutex::Release() functions already
handle this, so we don't need to add code for this case.
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arm_interface: Remove ARM11-isms from the CPU interface
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This modifies the CPU interface to more accurately match an
AArch64-supporting CPU as opposed to an ARM11 one. Two of the methods
don't even make sense to keep around for this interface, as Adv Simd is
used, rather than the VFP in the primary execution state. This is
essentially a modernization change that should have occurred from the
get-go.
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arm_dynarmic: Correct ExclusiveWrite128()'s operation
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Previously the second half of the value being written would overwrite
the first half. Thankfully this wasn't a bug that was being encountered,
as the function is currently unused.
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Implemented (Partialy) Shader Header
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Optimized Texture Swizzling
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service/vi: Replace includes with forward declarations where applicable
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kernel/errors: Amend error code for ERR_NOT_FOUND
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This is the value returned by the kernel for svcConnectToNamedPort() if
the named port cannot be found.
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audio_core/time_stretch: Silence truncation warnings in Process()
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The SoundTouch API only accepts uint amount of samples.
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gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
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These variables are already defined within an outer scope.
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services/sm: Amend error code constants
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Courtesy of @ogniK5377.
This also moves them into the cpp file and limits the visibility to
where they're directly used. It also gets rid of unused or duplicate
error codes.
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cubeb_sink: Get rid of variable shadowing within CubebSink's constructor
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The parameter of the lambda was shadowing the variable that was being
assigned to.
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kernel/svc: Handle a few error cases within memory-related functions
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The kernel caps the size limit of shared memory to 8589930496 bytes (or
(1GB - 512 bytes) * 8), so approximately 8GB, where every GB has a 512
byte sector taken off of it.
It also ensures the shared memory is created with either read or
read/write permissions for both permission types passed in, allowing the
remote permissions to also be set as "don't care".
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Part of the checking done by the kernel is to check if the given
address and size are 4KB aligned, as well as checking if the size isn't
zero. It also only allows mapping shared memory as readable or
read/write, but nothing else, and so we shouldn't allow mapping as
anything else either.
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The kernel checks if the addresses and given size is 4KB aligned before
continuing onwards to map the memory.
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The kernel checks if the given size is a multiple of 2MB and <= to 4GB
before going ahead and attempting to allocate that much memory.
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cubeb_sink: Correct context name in ListCubebSinkDevices()
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This ain't Citra.
|
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Port #4192 from Citra: "svc: change unknown to thread in CreateThread"
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Port #4171 from Citra: "Tests: Remove glad test OS X work-around"
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Port #4182 from Citra: "Prefix all size_t with std::"
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Implement RenderTargetFormat::BGR5A1_UNORM
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game_list_p: Take map iterator contents by const reference
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Adds a missing 'i' character that was missing in compatibility.
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We don't need to copy the whole struct in this instance, we can just
utilize a reference instead.
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yuzu/util: Antialias game list compatibility pixmaps
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We pass a hint to the QPainter instance that we want anti-aliasing on
the compatibility icons, which prevents the circles from looking fairly
jagged, and actually makes them look circular.
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Shaders: Implemented multiple-word loads and stores to and from attribute memory.
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This seems to be an optimization performed by nouveau.
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GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).
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This engine writes data from a FIFO register into the configured address.
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kernel/thread: Include thread-related enums within the kernel namespace
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Previously, these were sitting outside of the Kernel namespace, which
doesn't really make sense, given they're related to the Thread class
which is within the Kernel namespace.
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service: Use nested namespace specifiers where applicable
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There were a few places where nested namespace specifiers weren't being
used where they could be within the service code. This amends that to
make the namespacing a tiny bit more compact.
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services/pl_u: Add missing Korean font to the fallback case for shared fonts
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Previously this wasn't using the Korean font at all.
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* gl_rasterizer: use ARB_multi_bind for uniform buffers
* address feedback
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audio_core/sink_details: Change std::string parameter into std::string_view
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The given string is only ever used for lookup and comparison, so we can
just utilize a non-owning view to string data here
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yuzu/configure_gamelist: Mark combo-box strings as translatable
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Given these are shown to the user, they should be translatable.
While we're at it, also set up the dialog to automatically retranslate
the dialog along with the combo boxes if it receives a LanguageChange
event.
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We don't need to use an allocating container for these, given we know
the fixed amount of strings being used. This is just a waste of memory.
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Keeps the individual initialization of the combo boxes logically separate.
We also shouldn't be dumping this sort of thing in the constructor
directly.
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audio_core: Add audio stretching support
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This reduces clicking in output audio should we underrun.
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- Fixes a regression with Sonic Mania with ARB_texture_storage.
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pl_u: Eliminate mutable file-scope state
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Converts the PL_U internals to use the PImpl idiom and makes the state
part of the Impl struct, eliminating mutable global/file state.
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shader_decompiler: Implemented (Partially) Texture Processing Modes
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kernel/errors: Amend invalid thread priority and invalid processor ID error codes
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This is what the kernel does for an out-of-range processor ID.
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While unlikely, it does avoid constructing a std::string and
unnecessarily calling into the memory code if a game or executable
decides to be really silly about their logging.
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This should be a u64 to represent size.
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service/prepo: Move class into the cpp file
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This doesn't need to be exposed within the header and be kept in the
translation unit, eliminating the need to include anything within the
header.
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game_list: Resolve variable shadowing within LoadCompatibilityList()
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"value" is already a used variable name within the outermost ranged-for
loop, so this variable was shadowing the outer one. This isn't a bug,
but it will get rid of a -Wshadow warning.
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This way, we aren't constructing unnecessary QJsonValue instances.
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service/audio: Replace includes with forward declarations where applicable
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A few headers were including other headers when a forward declaration
can be used instead, allowing the include to be moved to the cpp file.
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Port Citra #4047 & #4052: add change background color support
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gl_rasterizer_cache: Improve accuracy of caching and copies.
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- Fixes several rendering issues with Super Mario Odyssey.
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- This was once an optimization, but we no longer need it with the cache reserve.
- This is also inaccurate.
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gl_rasterizer: Use ARB_texture_storage.
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It allows us to use texture views and it reduces the overhead within the GPU driver.
But it disallows us to reallocate the texture, but we don't do so anyways.
In the end, it is the new way to allocate textures, so there is no need to use the old way.
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hle/service: Default constructors and destructors in the cpp file where applicable
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When a destructor isn't defaulted into a cpp file, it can cause the use
of forward declarations to seemingly fail to compile for non-obvious
reasons. It also allows inlining of the construction/destruction logic
all over the place where a constructor or destructor is invoked, which
can lead to code bloat. This isn't so much a worry here, given the
services won't be created and destroyed frequently.
The cause of the above mentioned non-obvious errors can be demonstrated
as follows:
------- Demonstrative example, if you know how the described error happens, skip forwards -------
Assume we have the following in the header, which we'll call "thing.h":
\#include <memory>
// Forward declaration. For example purposes, assume the definition
// of Object is in some header named "object.h"
class Object;
class Thing {
public:
// assume no constructors or destructors are specified here,
// or the constructors/destructors are defined as:
//
// Thing() = default;
// ~Thing() = default;
//
// ... Some interface member functions would be defined here
private:
std::shared_ptr<Object> obj;
};
If this header is included in a cpp file, (which we'll call "main.cpp"),
this will result in a compilation error, because even though no
destructor is specified, the destructor will still need to be generated by
the compiler because std::shared_ptr's destructor is *not* trivial (in
other words, it does something other than nothing), as std::shared_ptr's
destructor needs to do two things:
1. Decrement the shared reference count of the object being pointed to,
and if the reference count decrements to zero,
2. Free the Object instance's memory (aka deallocate the memory it's
pointing to).
And so the compiler generates the code for the destructor doing this inside main.cpp.
Now, keep in mind, the Object forward declaration is not a complete type. All it
does is tell the compiler "a type named Object exists" and allows us to
use the name in certain situations to avoid a header dependency. So the
compiler needs to generate destruction code for Object, but the compiler
doesn't know *how* to destruct it. A forward declaration doesn't tell
the compiler anything about Object's constructor or destructor. So, the
compiler will issue an error in this case because it's undefined
behavior to try and deallocate (or construct) an incomplete type and
std::shared_ptr and std::unique_ptr make sure this isn't the case
internally.
Now, if we had defaulted the destructor in "thing.cpp", where we also
include "object.h", this would never be an issue, as the destructor
would only have its code generated in one place, and it would be in a
place where the full class definition of Object would be visible to the
compiler.
---------------------- End example ----------------------------
Given these service classes are more than certainly going to change in
the future, this defaults the constructors and destructors into the
relevant cpp files to make the construction and destruction of all of
the services consistent and unlikely to run into cases where forward
declarations are indirectly causing compilation errors. It also has the
plus of avoiding the need to rebuild several services if destruction
logic changes, since it would only be necessary to recompile the single
cpp file.
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Fixed renderdoc input/output textures not working due to multiple render targets
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This places the font data within cpp files, which mitigates the
possibility of the font data being duplicated within the binary if it's
referred to in more than one translation unit in the future. It also
stores the data within a std::array, which is more flexible when it
comes to operating with the standard library.
Furthermore, it makes the data arrays const. This is what we want, as it
allows the compiler to store the data within the read-only segment. As
it is, having several large sections of mutable data like this just
leaves spots in memory that we can accidentally write to (via accidental
overruns, what have you) and actually have it work. This ensures the
font data remains the same no matter what.
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* Add open-source shared fonts
* Address review comments
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* Joystick hotplug support (#4141)
* use SDL_PollEvent instead of SDL_JoystickUpdate
Register hot plugged controller by GUID if they were configured in a previous session
* Move SDL_PollEvent into its own thread
* Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call
* Fix that joystick_list gets cleared after SDL_Quit
* Add VirtualJoystick for InputDevices thats never nullptr
* fixup! Add VirtualJoystick for InputDevices thats never nullptr
* fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr
* Remove SDL_GameController, make SDL_Joystick* unique_ptr
* fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr
* Adressed feedback; fixed handling of same guid reconnects
* fixup! Adressed feedback; fixed handling of same guid reconnects
* merge the two joystick_lists into one
* make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! fixup! make SDLJoystick a member of VirtualJoystick
* SDLJoystick: Addressed review comments
* Address one missed review comment
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gl_rasterizer: Implement clear for non-zero render targets.
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- Several misc. changes to ConfigureFramebuffers in support of this.
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gl_rasterizer_cache: Only use depth for applicable texture formats.
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- Fixes an issue with Octopath Traveler leaving stale data here.
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gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
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| | | | |
- Used by Octopath Traveler (with multiple render targets).
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Remove the multi-core option from the UI
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Inline the WriteReg helper as it is called ~20k times per frame.
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This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
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This virtual function is called in a very hot spot, and it does nothing.
If this kind of feature is required, please be more specific and add callbacks
in the switch statement within Maxwell3D::WriteReg. There is no point in having
another switch statement within the rasterizer.
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yuzu-cmd: fix SDL logging
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yuzu: Move compatibility list specifics to their own source files
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The compatibility list isn't modified within any of the slots connected
to this signal, so we can make it const to enforce immutability.
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Lets us keep the generic portions of the compatibility list code
together, and allows us to introduce a type alias that makes it so we
don't need to type out a very long type declaration anymore, making the
immediate readability of some code better.
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hid: Implement ReloadInputDevices
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service: Remove unused g_kernel_named_ports variable
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With the named port functionality all migrated over to the kernel,
there's no need to keep this around anymore.
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|/| | | | |
shader_decompiler: Implemented TMML
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GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
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When not set, this tells the GPU to only use the X size when performing a DMA copy.
This is only implemented for linear->linear and tiled->tiled copies. Conversion copies still retain the assert.
This bit is unset by some games for various purposes, and by nouveau when copying the vertex buffers.
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video_core: fixed arithmetic overflow warnings & improved code style
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- Fixed all warnings, for renderer_opengl items, which were indicating a
possible incorrect behavior from integral promotion rules and types
larger than those in which arithmetic is typically performed.
- Added const for variables where possible and meaningful.
- Added constexpr where possible.
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Initial support for non-2D textures
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- Will not work for non-2d textures, and was not used anyways.
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yuzu: fix title bar display
|
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| |/| |
| | | | |
Previously the version number got hidden after starting a game.
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gl_rasterizer: Use baseInstance instead of moving the buffer points.
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This hopefully helps our cache not to redundant upload the vertex buffer.
# Conflicts:
# src/video_core/renderer_opengl/gl_rasterizer.cpp
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|/| | |
yuzu: Move GameListWorker to its own source files
|
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This has gotten sufficiently large enough to warrant moving it to its
own source files. Especially given it dumps the file_sys headers around
code that doesn't use it for the most part.
This'll also make it easier to introduce a type alias for the
compatibility list, so a large unordered_map type declaration doesn't
need to be specified all the time (we don't want to propagate the
game_list_p.h include via the main game_list.h header).
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|/|
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* video_core: Arithmetic overflow fix for gl_rasterizer
- Fixed warnings, which were indicating incorrect behavior from integral
promotion rules and types larger than those in which arithmetic is
typically performed.
- Added const for variables where possible and meaningful.
* Changed the casts from C to C++ style
Changed the C-style casts to C++ casts as proposed.
Took also care about signed / unsigned behaviour.
|
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|/| |
core: Migrate current_process pointer to the kernel
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Given we now have the kernel as a class, it doesn't make sense to keep
the current process pointer within the System class, as processes are
related to the kernel.
This also gets rid of a subtle case where memory wouldn't be freed on
core shutdown, as the current_process pointer would never be reset,
causing the pointed to contents to continue to live.
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|/ |
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| | |
file_sys/{nca_patch, patch_manager}: Amend unnecessary/missing includes.
|
| |
| |
| |
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| | |
Orders the elements in the initializer list in the order they're
specified in the class. This prevents compiler warnings about
initialization order.
|
| |
| |
| |
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| | |
romfs.h doesn't need to be included in the header, the only real
dependency here is common's swap.h that needs to be included.
|
| |
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| | |
These includes were previously being satisfied indirectly.
|
|\ \
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| | | |
frontend: Set swap interval to 0
|
| | | |
|
|\ \ \
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core/core: Remove unnecessary sm/controller include
|
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| |/|
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The only reason this include was necessary, was because the constructor
wasn't defaulted in the cpp file and the compiler would inline it
wherever it was used. However, given Controller is forward declared, all
those inlined constructors would see an incomplete type, causing a
compilation failure. So, we just place the constructor in the cpp file,
where it can see the complete type definition, allowing us to remove
this include.
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|\ \ \
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| | | | |
video_core/CMakeLists: Add missing gl_buffer_cache.h
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| | |
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| | |
| | | |
Without this, the header file won't show up by default within IDEs such
as Visual Studio.
|
|\ \ \
| | | |
| | | | |
video_core/gl_buffer_cache: Minor tidying changes
|
| | | |
| | | |
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| | | | |
Ensures that the cache always has a deterministic initial state.
|
| | | |
| | | |
| | | |
| | | |
| | | | |
GetHandle() internally calls GetHandle() on the stream_buffer instance,
which is a const member function, so this can be made const as well.
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| |/ /
| | |
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| | | |
Implicit conversions during construction isn't desirable here.
|
|\ \ \
| | | |
| | | | |
gl_rasterizer: Call state.Apply only once on SetupShaders.
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| |/ / |
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|/ / |
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|/
|
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|
| |
IMO the old code is fine, but nvidia raises shader compiler warnings.
Trivial fix through...
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|\
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| | |
gl_rasterizer: Implement a VAO cache.
|
| |
| |
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| | |
This patch caches VAO objects instead of re-emiting all pointers per draw call.
Configuring this pointers is known as a fast task, but it yields too many GL
calls. So for better performance, just bind the VAO instead of 16 pointers.
|
|\ \
| | |
| | | |
shader_decompiler: Implemented IPA Properly (Stage 1)
|
| | | |
|
|\ \ \
| | | |
| | | | |
file_sys/submission_package: Replace includes with forward declarations where applicable
|
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Orders the elements in the sequence to match the order in which they'll
actually be initialized in.
|
| | |/
| |/| |
|
|\ \ \
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| | | | |
file_sys: Add support for BKTR format (Game Updates)
|
| | | | |
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| | | | |
Now display correct error instead of catch-all MissingProgramNCA
|
| | | | |
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| | | |
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| | | |
| | | | |
Mainly, from control.nacp metadata instead of cnmt metadata
|
| | | |
| | | |
| | | |
| | | | |
Fixes base game read errors
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| | | | |
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Right now only includes Updates, but should eventually contain all of the other patches we need.
|
| | | | |
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Aggregates multiple caches into one interface
|
| | | |
| | | |
| | | |
| | | | |
Reduces code
|
| | | |
| | | |
| | | |
| | | | |
Issues with block size are fixed by making all reads minimum length of 0x10
|
| |/ /
|/| |
| | |
| | |
| | |
| | |
| | | |
This is called ~3k times per frame in SMO ingame.
My laptop spends ~3ms per frame on allocating and freeing this string.
Let's just stop printing this kind of redundant information.
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| |/
|/|
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| | |
The idea of this cache is to avoid redundant uploads. So we are going
to cache the uploaded buffers within the stream_buffer and just reuse
the old pointers.
The next step is to implement a VBO cache on GPU memory, but for now,
I want to check the overhead of the cache management. Fetching the
buffer over PCI-E should be quite fast.
|
|\ \
| |/
|/| |
gl_shader_cache: Use an u32 for the binding point cache.
|
| |
| |
| |
| |
| |
| |
| | |
The std::string generation with its malloc and free requirement
was a noticeable overhead. Also switch to an ordered_map to
avoid the std::hash call. As those maps usually have a size of
two elements, the lookup time shall not matter.
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| | |
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| | |
Eliminated duplicate code and adds support for Rev1+ carts
|
| | |
|
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| |
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| | |
Previously only loaded from control metadata
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| | |
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|/ |
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|\
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| | |
common/logging: Minor changes
|
| |
| |
| |
| |
| |
| |
| | |
Multi-line doc comments still need the '<' after the ///, otherwise it's
treated as a regular comment and makes the original doc comment broken
in viewers, IDEs, etc. While we're at it, also fix some typos in the
comments.
|
| | |
|
| |
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| | |
Implicit conversions aren't desirable here.
|
|\ \
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| | | |
Optimizations
|
| | |
| | |
| | |
| | | |
This helper is called very often. The memory ownership shall not be transfered, so just return the raw pointer.
|
| |/
| |
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| | |
subchannel is a 3 bit field. So there must not be more than 8 bound engines.
And using a hashmap for up to 8 values is a bit overpowered.
|
|\ \
| | |
| | | |
file_sys: Allow for custom NAND/SD directories
|
| | | |
|
| | | |
|
| | | |
|
|\ \ \
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gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
|
| |/ /
| | |
| | |
| | |
| | | |
Using the getter function intended for external code here makes an
unnecessary copy of the already-accessible used_shaders vector.
|
|\ \ \
| | | |
| | | | |
file_sys: Replace includes with forward declarations where applicable
|
| | |/
| |/|
| | |
| | |
| | | |
Cuts down on include dependencies, resulting in less files that need to
be rebuilt when certain things are changed.
|
|\ \ \
| | | |
| | | | |
Update microprofile scopes.
|
| |/ /
| | |
| | |
| | |
| | |
| | | |
Blame the subsystems which deserve the blame :)
The updated list is not complete, just the ones I've spotted on random sampling the stack trace.
|
|\ \ \
| |/ /
|/| | |
ssl: Move SSL class to cpp file
|
| | |
| | |
| | |
| | |
| | |
| | | |
This isn't required to be visible to anything outside of the main source
file, and will eliminate needing to rebuild anything else including the
header if the SSL class needs to be changed in the future.
|
|\ \ \
| | | |
| | | | |
service: Migrate global named port map to the KernelCore class
|
| | |/
| |/|
| | |
| | |
| | |
| | | |
Now that we have a class representing the kernel in some capacity, we
now have a place to put the named port map, so we move it over and get
rid of another piece of global state within the core.
|
|/ /
| |
| |
| |
| |
| | |
Eliminates the need to rebuild some source files if the file_util header
ever changes. This also uncovered some indirect inclusions, which have
also been fixed.
|
|\ \
| | |
| | | |
filesystem/maxwell_3d: Various changes to boot Project Octopath Traveller
|
| | | |
|
| | | |
|
| |/ |
|
|\ \
| | |
| | | |
Added assert for TEXS nodep
|
| |/ |
|
|\ \
| | |
| | | |
yuzu: Display the unsupported GL extensions in the popup
|
| |/ |
|
|\ \
| | |
| | | |
Added better asserts to IPA, Renamed IPA modes to match mesa
|
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| | |
IpaMode is changed to IpaInterpMode
IpaMode is suppose to be 2 bits not 3
Added IpaSampleMode
Added Saturate
Renamed modes based on
https://github.com/mesa3d/mesa/blob/d27c7918916cdc8092959124955f887592e37d72/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp#L2530
|
|\ \
| | |
| | | |
Added FFMA asserts and missing fields
|
| | |
| | |
| | |
| | | |
Saturate already implemented
|
| | | |
|
| |/ |
|
|\ \
| | |
| | | |
Added FMUL asserts
|
| | |
| | |
| | |
| | | |
Unneeded as we already implement it
|
| |/ |
|
|/
|
|
|
| |
We don't need to do the lookup if the path is considered empty
currently.
|
|
|
|
|
|
|
|
|
|
|
| |
The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which
replaces most of the includes in the core header with forward declarations.
This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.
This should make turnaround for changes much faster for developers.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
- Use a single cached page map.
- Fix calculation of ending page.
|
|
|
|
|
|
|
|
|
| |
* Implement BC6H_UF16 & BC6H_SF16
Require by ARMS
* correct coding style
* correct coding style part 2
|
|\
| |
| | |
core: Make the main System class use the PImpl idiom
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
core.h is kind of a massive header in terms what it includes within
itself. It includes VFS utilities, kernel headers, file_sys header,
ARM-related headers, etc. This means that changing anything in the
headers included by core.h essentially requires you to rebuild almost
all of core.
Instead, we can modify the System class to use the PImpl idiom, which
allows us to move all of those headers to the cpp file and forward
declare the bulk of the types that would otherwise be included, reducing
compile times. This change specifically only performs the PImpl portion.
|
|\ \
| | |
| | | |
Report correct shader size.
|
| | |
| | |
| | |
| | |
| | | |
Seems like this was an oversee in regards to 1fd979f50a9f4c21fa8cafba7268d959e3076924
It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong.
|
|/ / |
|
|\ \
| | |
| | | |
yuzu: Show game compatibility in the game list (PR ported from Citra)
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
* Implement POPC
* implement invert
|
|\ \ \
| |_|/
|/| | |
gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
|
| | | |
|
|\ \ \
| | | |
| | | | |
kernel: Eliminate kernel global state
|
| |/ /
| | |
| | |
| | |
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| | |
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| | |
| | |
| | |
| | | |
As means to pave the way for getting rid of global state within core,
This eliminates kernel global state by removing all globals. Instead
this introduces a KernelCore class which acts as a kernel instance. This
instance lives in the System class, which keeps its lifetime contained
to the lifetime of the System class.
This also forces the kernel types to actually interact with the main
kernel instance itself instead of having transient kernel state placed
all over several translation units, keeping everything together. It also
has a nice consequence of making dependencies much more explicit.
This also makes our initialization a tad bit more correct. Previously we
were creating a kernel process before the actual kernel was initialized,
which doesn't really make much sense.
The KernelCore class itself follows the PImpl idiom, which allows
keeping all the implementation details sealed away from everything else,
which forces the use of the exposed API and allows us to avoid any
unnecessary inclusions within the main kernel header.
|
|/ / |
|
|\ \
| | |
| | | |
gpu: Make memory_manager private
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.
Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
|
|\ \ \
| | | |
| | | | |
gl_rasterizer: Remove unused variables
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
hle/result: Make ResultVal's move constructor as noexcept
|
| |/ /
| | |
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| | |
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| | | |
Many containers within the standard library provide different behaviors
based on whether or not a move constructor/assignment operator can be
guaranteed not to throw or not.
Notably, implementations will generally use std::move_if_noexcept (or an
internal implementation of it) to provide strong exception guarantees.
If a move constructor potentially throws (in other words, is not
noexcept), then certain behaviors will create copies, rather than moving
the values.
For example, consider std::vector. When a std::vector calls resize(),
there are two ways the elements can be relocated to the new block of
memory (if a reallocation happens), by copy, or by moving the existing
elements into the new block of memory. If a type does not have a
guarantee that it will not throw in the move constructor, a copy will
happen. However, if it can be guaranteed that the move constructor won't
throw, then the elements will be moved.
This just allows ResultVal to be moved instead of copied all the time if
ever used in conjunction with containers for whatever reason.
|
|\ \ \
| |_|/
|/| | |
gl_shader_cache: Remove unused program_code vector in GetShaderAddress()
|
| |/
| |
| |
| |
| |
| |
| |
| | |
Given std::vector is a type with a non-trivial destructor, this
variable cannot be optimized away by the compiler, even if unused.
Because of that, something that was intended to be fairly lightweight,
was actually allocating 32KB and deallocating it at the end of the
function.
|
|/ |
|
|\
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| | |
renderer_opengl: Implement a new shader cache.
|
| | |
|
| | |
|
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kernel/error: Amend several error codes
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We can make this error code an alias of the resource limit exceeded
error code, allowing us to get rid of the lingering 3DS error code of
the same type.
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We can treat this as an alias of TooLarge for documentation purposes.
This also lets us get rid of another lingering 3DS-related error code.
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This replaces the lingering 3DS constant with the proper one, and
utilizes it within HandleTable's Create() member function.
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shader_bytecode: fix SEL_IMM bitstring
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vfs_real: Remove unused variable in CreateDirectoryRelative()
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file_util: Correct return value in early exit of ReadFileToString()
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While still essentially being zero, we should be returning a numeric
value here, not a boolean typed value.
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core: Namespace all code in the arm subdirectory under the Core namespace
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Gets all of these types and interfaces out of the global namespace.
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registered_cache: Get rid of variable shadowing in ProcessFiles()
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Prevents compiler warnings.
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hex_util: Replace logic_errors with LOG_CRITICAL
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Makes it so malformed hex strings do not crash the entire program.
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svc: Return process title ID if queried in GetInfo()
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We already have the variable itself set up to perform this task, so we
can just return its value from the currently executing process instead
of always stubbing it to zero.
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debug_utils: Minor individual interface changes
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Quite a bit of these aren't necessary directly within the debug_utils
header and can be removed or included where actually necessary.
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Avoids implicit conversions.
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Ensures that all class members are initialized.
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PL:U Added SharedFonts loading via TTF
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By having the following TTF files in your yuzu sysdata directory. You can load sharedfonts via TTF files.
FontStandard.ttf
FontChineseSimplified.ttf
FontExtendedChineseSimplified.ttf
FontChineseTraditional.ttf
FontKorean.ttf
FontNintendoExtended.ttf
FontNintendoExtended2.ttf
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hid: Move core include to cpp file
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This isn't required to be in the header. Instead, directly include what
this header needs and move it to the cpp file where it belongs.
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core: Remove always true conditionals in Load()
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These conditions are always true, since the outer conditional already
checks for these conditions.
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Rightnow, in games use GetAvailableLanguageCodes(), there is a WriteBuffer() with size larger than the buffer_size. (Core Critical core\hle\kernel\hle_ipc.cpp:WriteBuffer:296: size (0000000000000088) is greater than buffer_size (0000000000000078))
0x88 = 17(languages) * 8
0x78 = 15(languages) * 8
GetAvailableLanguageCodes() can only support 15 languages.
After firmware 4.0.0 there are 17 supported language instead of 15, to enable this GetAvailableLanguageCodes2() need to be used.
So GetAvailableLanguageCodes() will be caped at 15 languages.
Reference:
http://switchbrew.org/index.php/Settings_services
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maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
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The start and finish events should likely not be right after one another
like this, otherwise the batch will appear to complete immediately
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|/| | | | | | |
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
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Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
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|/| | | | | |
filesystem: Fix typo in log message
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| |/ / / / |
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file_sys: Add support for NAX archives
|
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This is needed because the title IDs of update NCAs will not use the update title ID. The only sure way to tell is to look for a partition with BKTR crypto.
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On call to WriteKeyToFile, so that the autogenerated file can be written.
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Stored in a separate file than manual keys.
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Should make key gets marginally faster.
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Returns the file before calling parser on it.
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Helps with installed games by making the title not a hexadecimal id string, instead the name.
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Allows frontend to create registration caches for use before a game has booted.
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XTS with Nintendo Tweak will fail mysteriously if the sector size is not 0x4000. Upgrade the critical log to an assert to prevent undefined behavior.
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Fixes a bug where data lengths of less than size 0x10 will fail or have misleading return values.
|
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| | | | | | |
Prevents NCA-related errors from being masked into MissingProgramNCA or MissingKeyFile
|
|\ \ \ \ \ \
| |_|_|_|_|/
|/| | | | | |
qt: Add filename and title id to window title while running
|
| | |_|_|/
| |/| | | |
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|\ \ \ \ \
| |_|_|/ /
|/| | | | |
Shaders: Added decodings for IADD3 instructions
|
| |/ / / |
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* Port #4013 from Citra: "Init logging sooner so we dont miss some logs on startup"
* Fix compilation
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* Added GetBootMode
Used by homebrew
* Added enum for GetBootMode
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gl_rasterizer_cache: Several improvements
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- Used by Splatoon 2.
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gl_shader_gen: Use a std::vector to represent program code instead of std::array
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Prevents implicit conversions.
|
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While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.
If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
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|/| | |
gl_shader_decompiler: Implement LOP3
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* Swap "Plus" with "Minus" on the controller GUI
Major fix /s
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|/| | |
renderer_opengl: Namespace OpenGL code
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| | |
Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
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qt/main: Port part of citra(#3411), open savedata works
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Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
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maxwell_to_gl: Implement PrimitiveTopology::Lines
|
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Used by Splatoon 2's debug menu.
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Port #3902 from Citra: "Add restart hotkey & menu option"
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GPU: Implemented logic ops.
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This will ASSERT if blending is enabled at the same time as logic ops.
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logging/text_formatter: Use empty braces for initializing CONSOLE_SCREEN_BUFFER_INFO instance
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The previous form of initializing done here is a C-ism, an empty set of
braces is sufficient for initializing (and doesn't potentially cause
missing brace warnings, given the first member of the struct is a COORD
struct).
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Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS …"
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- This reverts commit 3ef4b3d4b445960576f10d1ba6521580d03e3da8.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
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Should fix any compile errors
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|/ / / /
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* Added bfttf loading
We can now load system bfttf fonts from system archives AND shared memory dumps. This allows people who have installed their system nand dumps to yuzu to automatically get shared font support. We also now don't hard code the offsets or the sizes of the shared fonts and it's all calculated for us now.
* Addressed plu fixups
* Style changes for plu
* Fixed logic error for plu and added more error checks.
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vfs: Replace mode.h include with forward declarations where applicable
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Avoids the need to rebuild these source files if the mode header
changes.
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am: Utilize std::array within PopLaunchParameter()
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Gets rid of the potential for C array-to-pointer decay, and also makes
pointer arithmetic to get the end of the copy range unnecessary. We can
just use std::array's begin() and end() member functions.
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audio_core/filter: Add explicit cast to assignment in Process()
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| |/ / /
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Previously this would cause warnings about implicit conversions to s16
from a double
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|/ / /
| | |
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Resolves a -Wlogical-op-parentheses warning.
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sdmc_factory: Remove unnecessary core include
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| | | |
This doesn't require the central core header to be included, it just
needs the vfs headers.
|
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bit_field: Convert ToBool() into explicit operator bool
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Gets rid of a TODO that is long overdue.
|
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Port #4056 from Citra: "Add Clear Recent Files menu action"
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25us is far too small, and would result in std::this_thread::sleep_for
being called with this as a maximum value. This means that a guest
application that produces frames instantly would only be limited to
40 kHz.
25ms is a more appropriate value, as it allows for a 60 Hz refresh
rate while providing enough slack in the negative region.
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| | | |
rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
|
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This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
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Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.
Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:
// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();
// Assign to base class variable
rasterizer = std::move(raster)
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romfs_factory, service/filesystem: Use forward declarations where applicable
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Avoids the need to rebuild multiple source files if the filesystem code
headers change.
This also gets rid of a few instances of indirect inclusions being
relied upon
|
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| | | |
Avoids the need to rebuild whatever includes the romfs factory header if
the loader header ever changes. We also don't need to include the main
core header. We can instead include the headers we specifically need.
|
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| | | | |
Shaders: Implement depth writing in fragment shaders.
|
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| | | | |
We'll write <last color output reg + 2> to gl_FragDepth.
|
|\ \ \ \
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renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
|
|\ \ \ \ \
| |/ / / /
|/| | | | |
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
|
| | | | | |
|
| | |_|/
| |/| | |
|
|\ \ \ \
| |_|/ /
|/| | | |
gl_stream_buffer: Add missing header guard
|
| | | |
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| | | |
| | | |
| | | | |
Prevents potential compilation errors from occuring due to multiple
inclusions
|
|\ \ \ \
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| | | | | |
telemetry_session: Don't allocate std::string instances for program lifetime in GetTelemetryId() and RegenerateTelemetryId()
|
| | | | |
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| | | | |
| | | | |
| | | | |
| | | | | |
Given these functions aren't intended to be used frequently, there's no
need to keep the std::string instances allocated for the whole lifetime
of the program. It's just a waste of memory.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
|
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|
| | | | | | |
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|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
Shaders: Write all the enabled color outputs when a fragment shader exits.
|
| | | | | |
| | | | | |
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| | | | | |
| | | | | |
| | | | | |
| | | | | | |
We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.
Dual Source blending is not implemented and stuff that uses it might not work at all.
|
|\ \ \ \ \ \
| |_|_|/ / /
|/| | | | | |
Shaders: Fixed texture coordinates in TEX with Texture2D
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
The X and Y coordinates should be in gpr8 and gpr8+1, respectively.
This fixes the cutscene rendering in Sonic Mania.
|
| | |/ / /
| |/| | | |
|
|\ \ \ \ \
| |_|_|_|/
|/| | | | |
acc/profile_manager: General cleanup
|
| | | | |
| | | | |
| | | | |
| | | | | |
This is only used in a shared_ptr, so we can forward declare it.
|
| | | | |
| | | | |
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| | | | |
| | | | |
| | | | | |
We have an overload of WriteBuffer that accepts containers that satisfy
the ContiguousContainer concept, which std::array does, so we only need
to pass in the array itself.
|
| | | | |
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| | | | |
| | | | | |
Arranges them in the order the members would be initialized
|
| | | | |
| | | | |
| | | | |
| | | | | |
This is no longer used, so it can be removed.
|
| | | | |
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| | | | |
| | | | | |
Makes it a little bit more self-documenting.
|
| | | | |
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| | | | |
| | | | | |
Given the source and destination types are the same std::array type, we
can simply use regular assignment to perform the same behavior.
|
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| | | | |
| | | | |
| | | | | |
Avoids the need to repeatedly specify the whole array type in multiple
places.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
ProfileInfo is quite a large struct in terms of data, and we don't need
to perform a copy in these instances, so we can just pass constant
references instead.
|
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This doesn't modify the passed in array, so this can be a const
reference.
|
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This can just be constexpr like the others
|
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| | | | |
| | | | |
| | | | | |
We can use the constructor initializer list and just compare the
contained u128's together instead of comparing each element
individually. Ditto for comparing against an invalid UUID.
|
| | | | |
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| | | | |
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| | | | | |
This avoids needing to dump the contents of <random> into other files
that include the profile manager header.
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| |/| |
| | | |
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| | | |
| | | | |
Moving a const reference isn't possible, so this just results in a copy
(and given ProfileInfo is composed of trivial types and aggregates, a
move wouldn't really do anything).
|
|\ \ \ \
| |_|/ /
|/| | | |
filesystem: Add support for loading of system archives
|
| | | | |
|
| | |/
| |/| |
|
|\ \ \
| |_|/
|/| | |
common/telemetry: Migrate core-independent info gathering to common
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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.
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GLRasterizer: Implemented instanced vertex arrays.
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Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
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Shaders/TEXS: Write to the correct output register when swizzling.
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Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
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Shaders: Use the correct shader type when sampling textures.
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It is unknown how TLD4S determines the sampler type, more research is needed.
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Different sampler types have their parameters in different registers.
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Added CheckFreeCommunicationPermission
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This fixes save files not loading in splatoon 2
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New account backend to allow for future extended support
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This commit verified working on puyo
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Implemented RGBA8_UINT
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Needed by kirby
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Avoids potentially leaving this variable uninitialized based off the
loader failing to retrieve the ID value.
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Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
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We should definitely audit our shader generator for more errors like this.
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Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
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Shaders/TEXS: Fixed the component mask in the TEXS instruction.
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Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
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Added WrapMode MirrorOnceClampToEdge
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Used by splatoon 2
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Shaders: Implemented a stack for the SSY/SYNC instructions.
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The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not.
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Shaders: Added decodings for the LDG and STG instructions.
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Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
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The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).
This is used by Super Mario Odyssey.
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gl_rasterizer_cache: Remove asserts for supported blits.
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renderer_opengl: Treat OpenGL errors as critical.
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* Used by Mario Tennis Aces
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core: Delete System copy/move constructors and assignment operators
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Prevents potentially making copies or doing silly things by accident
with the System instance, particularly given our current core is
designed (unfortunately) around one instantiable instance.
This will prevent the accidental case of:
auto instance = System::Instance();
being compiled without warning when it's supposed to be:
auto& instance = System::Instance();
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qt/main: Get rid of compilation warnings
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We can change this into an early-return if the filename is empty.
There's no need to include all of the code within the if statement.
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This is user-facing text, so it should be marked as translatable by Qt.
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Gets rid of truncation warnings about conversion to int. While we're at
it, we can also de-hardcode the buffer size being used.
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Implement GetDefaultDisplayResolutionChangeEvent
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Require by Toki Tori and Toki Tori 2+
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Rasterizer: Manually implemented instanced rendering.
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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.
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dynarmic: Update to 550d662
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550d662 load_store_exclusive: Define s == t state to be Constraint_NONE
0b69381 A64/translate: Allow for unpredictable behaviour to be defined
6d236d4 system: Implement MRS CNTFRQ_EL0
6cbb6fb A32/testenv: Add missing headers
6729328 externals: Update xbyak to v5.67
1812bd2 Squashed 'externals/xbyak/' changes from 2794cde7..671fc805
9a95802 externals: Document subtrees
714a840 A64: Implement SQ{ADD, SUB}, and UQ{ADD, SUB}'s vector variants
8cab459 A64: Implement UQADD/UQSUB's scalar variants
18a8151 ir: Add opcodes for unsigned saturating add and subtract
a5660ee x64/reg_alloc: Use type alias for array returned by GetArgumentInfo()
29489b5 ir/value: Use type alias CoprocessorInfo for std::array<u8, 8>
e23ba26 status_register_access: Add support for bits 0 and 1 of mask to MSR
55190bd fuzz_with_unicorn: Split utility functions into fuzz_util
23b049d A32/translate/load_store: Correct detection of writeback
7ec9f15 A32/translate: Add TranslateSingleInstruction
efeecb4 A32/ir_emitter: Bug fix: IREmitter::ExceptionRaised using incorrect opcode
08d1d19 A32/decoders: Split instruction list into include file
2d929cc tests: Refactor unicorn_emu to allow for A32 unicorn
f672368 microinstruction: Improve assert messages
7ebff50 emit_x64_vector: EmitVectorNarrow16: AVX512 implementation
edce230 emit_x64_vector: EmitVectorNarrow32: prefer pblendw to loading constant
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gl_rasterizer_cache: Treat Depth formats differently from DepthStencil.
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common: Namespace hex_util.h/.cpp
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It's in the common code, so it should be under the Common namespace like
everything else.
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loader/{nca, xci}: Remove unnecessary includes and unused member variables
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Many of these aren't necessary and will cause this file to be required
to be recompiled whenever any changes to those files are made, which
lengthens compile times for no reason.
This also removes an unused metadata variable from AppLoader_XCI
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file_sys: Add support for registration format
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Fix logic in RealVfsFilesystem Create methods
Remove magic numbers
Fix regex errors
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Avoids unnecessary rebuilds of control data on every layer of recursion in AddFstEntriesToGameList
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Instead of defaulting to VfsRawCopy
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Prompts for title type on NCA files.
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Manages NAND NCA get and install.
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Fixes bugs with calling CreateFile when the immediate directory does not exist.
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Creates and stores RegisteredCaches for user and system NAND, as creation of a RegisteredCache is expensive.
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i.e. Load the concatenated 00+01 if 01 exists as well. Needed for split NAND NCAs.
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Needed to avoid mismatch filetype warnings on split NAND NCAs
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Move to hex_util.h in common
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lm: Handle threads and modules within the logger
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Using LOG_TRACE here isn't a good idea because LOG_TRACE is only enabled
when yuzu is compiled in debug mode. Debug mode is also quite slow, and
so we're potentially throwing away logging messages that can provide
value when trying to boot games.
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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).
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loader: Make ResultStatus directly compatible with fmt
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We can make the enum class type compatible with fmt by providing an
overload of operator<<.
While we're at it, perform proper bounds checking. If something exceeds
the array, it should be a hard fail, because it's, without a doubt, a
programmer error in this case.
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Core::CoreTiming: add UnscheduleEventThreadsafe
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sm/controller: Correct return value of QueryPointerBufferSize
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This should be returning a u16 according to Switch Brew.
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Shaders: Implemented I2F_C and F2I_C, along with the negation bits of the conversion instructions.
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kernel/server_session: Add IsSession() member function
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Allows querying the inverse of IsDomain() to make things more readable.
This will likely also be usable in the event of implementing
ConvertDomainToSession().
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gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
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- Used by Breath of the Wild.
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maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.
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gl_rasterizer: Fix upload size for constant buffers.
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gl_shader_decompiler: Several fixes for indirect constant buffer loads.
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gl_rasterizer_cache: Implement G8R8S format.
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- Used by Super Mario Odyssey.
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emu_window: Ensure WindowConfig members are always initialized
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Previously we weren't always initializing all members of the struct.
Prevents potentially wonky behavior from occurring.
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loader: Remove address mapping remnants from citra
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These mappings are leftovers from citra and don't apply to the Switch.
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kernel/svc: Log svcBreak parameters
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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.
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common/xbyak_abi: Mark defined functions in header as inline
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Avoids potential One Definition Rule violations when these are used in
the future.
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Require by Zelda Breath Of The Wild
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common/misc: use windows.h
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linux-mingw does not really like this.
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mm_u: Move interface class into the cpp file
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Ensures both variants go through the same interface, and while we're at
it, add Finalize to provide the inverse of Initialize for consistency.
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Now if changes are ever made to the behavior of the class, it doesn't
involve rebuilding everything that includes the mm_u header.
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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).
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audout_u: Correct IAudioOut initializer list order
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Orders elements in the precise order they'll be initialized.
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