ReinUsesLisp
9ca5e52f07
tests: Add tests for CityHash
2021-02-18 00:44:57 -03:00
bunnei
6be0975bf2
Merge pull request #5121 from bunnei/optimize-core-timing
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core: Optimize core timing utility functions to avoid unnecessary math
2021-02-16 13:17:22 -08:00
Morph
723e038dba
Merge pull request #5929 from german77/mousePanning
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Improve mouse panning
2021-02-16 22:52:35 +08:00
bunnei
aaccb21f81
Merge pull request #4298 from FearlessTobi/remove-cache-setting
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yuzu/configure_filesystem: Remove "Select Cache Directory" option
2021-02-15 20:31:16 -08:00
LC
df1a9d09a9
Merge pull request #5942 from ReinUsesLisp/fixup-rebase
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vk_rasterizer: Fix loading shader addresses twice
2021-02-15 19:35:56 -05:00
ReinUsesLisp
24d0cc3ab8
vk_rasterizer: Fix loading shader addresses twice
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This was recently introduced on a wrongly rebased commit.
2021-02-15 21:34:13 -03:00
bunnei
86212d4bcd
Merge pull request #3603 from FearlessTobi/port-5123
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Port citra-emu/citra#5123 : "SDL: Disable hidapi drivers due to compatibility problems with certain controllers"
2021-02-15 16:25:53 -08:00
bunnei
f3345e84ad
core: core_timing_util: Optimize core timing math.
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- Avoids a lot of unnecessary 128-bit math for imperceptible accuracy.
2021-02-15 14:54:06 -08:00
bunnei
592a649918
common: wall_clock: Optimize GetClockCycles/GetCPUCycles to use a single MUL instruction.
2021-02-15 14:51:43 -08:00
bunnei
0a91599aec
common: Merge uint128 to a single header file with inlines.
2021-02-15 14:46:04 -08:00
bunnei
cffa6f4e62
Merge pull request #5923 from ReinUsesLisp/vk-dirty-pipeline
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fixed_pipeline_cache: Use dirty flags to lazily update key
2021-02-15 13:17:27 -08:00
LC
ed543c4d5c
Merge pull request #5939 from Morph1984/web_types
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core/CMakeLists: Add web_types.h
2021-02-15 14:02:10 -05:00
bunnei
b53b50adec
Merge pull request #4940 from german77/nativeGC
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HID: Implement GC controller in game
2021-02-15 10:32:19 -08:00
Morph
48cfc47050
core/CMakeLists: Add web_types.h
2021-02-15 09:40:30 -05:00
bunnei
90610bde9b
Merge pull request #5935 from lat9nq/controller_access_keys
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debugger: controller: Add access key
2021-02-14 22:33:59 -08:00
Kelebek1
9d8f793969
Review 1
2021-02-15 05:26:28 +00:00
bunnei
8378b8a61f
Merge pull request #5909 from ogniK5377/I3dl2Reverb
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audren: Implement I3dl2Reverb
2021-02-14 20:09:15 -08:00
Kelebek1
fb54c38631
Implement texture offset support for TexelFetch and TextureGather and add offsets for Tlds
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Formatting
2021-02-15 00:36:37 +00:00
lat9nq
6269cd7f1d
debugger: controller: Add access key
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Adds the access key to the Controller P1 selection at View -> Debugger
-> Controller P1. Avoids using the windowTitle as that would add a
literal & to the beginning of the window title.
2021-02-14 16:10:12 -05:00
bunnei
b0a3915351
Merge pull request #5920 from bunnei/am-ldn-fix
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Fix LDN Initialization return code & resulting AM overflow
2021-02-14 02:46:01 -08:00
bunnei
eae9f2e440
yuzu: Various frontend improvements to avoid crashes and improve experience on Linux.
2021-02-14 00:20:41 -08:00
bunnei
d9a8060ce3
hle: service: ldn: IUserLocalCommunicationService: Improve the stub.
2021-02-13 21:45:09 -08:00
german
594973bdd2
Improve mouse panning
2021-02-13 22:23:32 -06:00
bunnei
51c13606d6
hle: service: ldn: IUserLocalCommunicationService: Indicate that LDN is disabled.
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- Fixes crash on Pokemon Sword/Shield when pressing 'Y'.
2021-02-13 20:11:26 -08:00
bunnei
d25011c92f
hle: service: am: IStorageAccessor: Fix out of bounds error handling.
2021-02-13 20:11:26 -08:00
LC
0bbf5e61f1
Merge pull request #5925 from ReinUsesLisp/resource-pool-clean
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vk_resource_pool: Load GPU tick once and compare with it
2021-02-13 20:57:44 -05:00
ReinUsesLisp
b8ffdbb167
vk_resource_pool: Load GPU tick once and compare with it
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Other minor style improvements. Rename free_iterator to hint_iterator,
to describe better what it does.
2021-02-13 17:53:58 -03:00
ReinUsesLisp
21b40de318
vk_update_descriptor: Inline and improve code for binding buffers
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Allow compilers with our settings inline hot code.
2021-02-13 17:46:24 -03:00
ReinUsesLisp
70353649d7
fixed_pipeline_cache: Use dirty flags to lazily update key
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Use dirty flags to avoid building pipeline key from scratch on each draw
call. This saves a bit of unnecesary work on each draw call.
2021-02-13 17:44:47 -03:00
Rodrigo Locatti
95722823b9
Merge pull request #5921 from ameerj/srgb-views
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gl_texture_cache: Lazily create non-sRGB texture views for sRGB formats
2021-02-13 16:51:53 -03:00
ameerj
c7325c6a4c
gl_texture_cache: Lazily create non-sRGB texture views for sRGB formats
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This creates non-sRGB texture views for sRGB texture formats to allow for interfacing with these views in compute shaders using imageLoad and imageStore.
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2021-02-13 13:27:50 -05:00
ameerj
b675c44e49
rebase, fix name shadowing, more const
2021-02-13 13:07:56 -05:00
ameerj
3c37d66c28
Address PR feedback
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Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
2021-02-13 13:07:56 -05:00
ameerj
09722cb4a7
streamline cdma_pusher/command_classes
2021-02-13 13:07:56 -05:00
ameerj
77564f987c
streamline cdma_pusher/command_classes
2021-02-13 13:07:53 -05:00
ameerj
ac265a72ce
nvdec cleanup
2021-02-13 13:07:31 -05:00
Morph
83227ad981
Merge pull request #5919 from ReinUsesLisp/stream-buffer-tragic
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gl_stream_buffer/vk_staging_buffer_pool: Fix size check
2021-02-13 21:25:45 +08:00
ReinUsesLisp
dd9caf9aa0
vk_master_semaphore: Mark gpu_tick atomic operations with relaxed order
2021-02-13 05:57:28 -03:00
ReinUsesLisp
6171566296
vk_staging_buffer_pool: Inline tick tests
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Load the current tick to a local variable, moving it out of an atomic
and allowing us to compare the value without going through a pointer
each time. This should make the loop more optimizable.
2021-02-13 05:14:11 -03:00
ReinUsesLisp
682d82faf3
gl_stream_buffer/vk_staging_buffer_pool: Fix size check
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Fix a tragic off-by-one condition that causes Vulkan's stream buffer to
think it's always full, using fallback memory. The OpenGL was also
affected by this bug to a lesser extent.
2021-02-13 05:11:48 -03:00
LC
710aa22f7c
Merge pull request #5915 from lat9nq/screenshots-dir-fix
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yuzu: Create screenshot path before capture
2021-02-13 02:56:23 -05:00
LC
6f1ad6aa9f
Merge pull request #5916 from ameerj/maxwell-gl-unused
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maxwell_to_gl: Remove unused code
2021-02-13 02:55:59 -05:00
LC
06e3d3a658
Merge pull request #5917 from ReinUsesLisp/require-robustness2
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vulkan_device: Require VK_EXT_robustness2
2021-02-13 02:55:31 -05:00
ReinUsesLisp
757fd1e917
vulkan_device: Require VK_EXT_robustness2
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We are already using robustness2 features without requiring it
explicitly, causing potential crashes on drivers without the extension.
Requiring this at boot allows better diagnostics for it and formalizes
our usage on the extension.
2021-02-13 03:31:50 -03:00
bunnei
d3c7a7e7cf
Merge pull request #5741 from ReinUsesLisp/new-bufcache
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video_core: Reimplement the buffer cache
2021-02-12 22:22:18 -08:00
ReinUsesLisp
13becdf18a
config: Make high GPU accuracy the default
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This is a better default for most games, yielding better performance and
less graphical issues.
2021-02-13 02:38:05 -03:00
ReinUsesLisp
5b35b01070
video_core: Fix clang build issues
2021-02-13 02:26:47 -03:00
ReinUsesLisp
025fe458ae
vk_staging_buffer_pool: Fix softlock when stream buffer overflows
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There was still a code path that could wait on a timeline semaphore tick
that would never be signalled.
While we are at it, make use of more STL algorithms.
2021-02-13 02:18:38 -03:00
ReinUsesLisp
3a2eefb16c
vk_buffer_cache: Add support for null index buffers
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Games can bind a null index buffer (size=0) where all indices are
evaluated as zero. VK_EXT_robustness2 doesn't support this and all
drivers segfault when a null index buffer is passed to
vkCmdBindIndexBuffer.
Workaround this by creating a 4 byte buffer and filling it with zeroes.
If it's read out of bounds, robustness takes care of returning zeroes as
indices.
2021-02-13 02:18:38 -03:00
ReinUsesLisp
0b8b961442
buffer_cache: Add extra bytes to guest SSBOs
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Bind extra bytes beyond the guest API's bound range.
This is due to some games like Astral Chain operating out of bounds.
Binding the whole map range would be technically correct, but games
have large maps that make this approach unaffordable for now.
2021-02-13 02:18:38 -03:00