bunnei
ade596e828
Merge pull request #1074 from greggameplayer/Z16_UNORM
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Implement Z16 in PixelFormatFromTextureFormat function
2018-08-14 22:39:09 -04:00
greggameplayer
e4e15aa6c5
Implement Z16_UNORM in PixelFormatFromTextureFormat function
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Require by Zelda Breath Of The Wild
2018-08-15 04:14:15 +02:00
bunnei
0606860e3e
Merge pull request #1054 from zhaowenlan1779/misc-fixup
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common/misc: use windows.h
2018-08-14 21:47:28 -04:00
bunnei
3f1ec6b9c9
Merge pull request #1056 from lioncash/mm
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mm_u: Move interface class into the cpp file
2018-08-14 21:47:07 -04:00
bunnei
4d4d4df6d8
Merge pull request #1066 from lioncash/aarch64
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CMakeLists: Add architecture detection for AArch64
2018-08-14 21:46:53 -04:00
bunnei
381e2746d3
Merge pull request #1062 from lioncash/unused
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common: Remove unused old breakpoint source files
2018-08-14 20:26:56 -04:00
Lioncash
3eda70284c
CMakeLists: Add architecture detection for AArch64
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We already have an equivalent in place for the 32-bit ARM architecture, so we
should also have one for the newer 64-bit ARM architecture as well.
2018-08-14 19:06:55 -04:00
Lioncash
f3992cd43b
common: Remove unused old breakpoint source files
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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).
2018-08-14 18:14:01 -04:00
bunnei
ea8e6b9356
Merge pull request #1055 from lioncash/init
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audout_u: Correct IAudioOut initializer list order
2018-08-14 08:03:33 -04:00
bunnei
4931d9c7d1
Merge pull request #1058 from greggameplayer/BC7U_Fix
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Fix BC7U
2018-08-14 08:03:07 -04:00
bunnei
f09b3224e8
Merge pull request #1050 from bunnei/rgba16-unorm
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renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.
2018-08-14 08:02:50 -04:00
James Rowe
7921d9abc2
Merge pull request #1060 from lioncash/log
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logging/backend: Use const reference to refer to log filter
2018-08-13 23:27:22 -06:00
Lioncash
e6a87798b9
logging/backend: Use const reference to refer to log filter
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The filter is returned via const reference, so this was making a
pointless copy of the entire filter every time a message was being
pushed into the logger instance.
2018-08-13 21:44:55 -04:00
greggameplayer
dd3e4a2b75
Fix BC7U
2018-08-14 02:36:00 +02:00
Mat M
9791de74fe
Merge pull request #1046 from ogniK5377/missing-channels
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Added missing channel devices
2018-08-13 19:36:26 -04:00
Lioncash
fca92a1d36
mm_u: Forward all old variants of functions to the new ones
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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.
2018-08-13 18:59:10 -04:00
Lioncash
cf247dc630
mm_u: Move implementation class into the cpp file
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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.
2018-08-13 18:59:07 -04:00
Lioncash
053cab51ce
audout_u: Correct IAudioOut initializer list order
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Orders elements in the precise order they'll be initialized.
2018-08-13 18:23:59 -04:00
bunnei
9b9cf62587
renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.
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- Used by Breath of the Wild.
2018-08-13 18:20:07 -04:00
Zhu PengFei
bba0f809c8
common/misc: use windows.h
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linux-mingw does not really like this.
2018-08-14 04:28:24 +08:00
bunnei
3cdfb2d11f
Merge pull request #1052 from ogniK5377/xeno
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Implement RG32UI and R32UI
2018-08-13 12:31:39 -04:00
bunnei
4f12aba993
Merge pull request #1033 from MerryMage/interp
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audio_core: Interpolate
2018-08-13 12:19:59 -04:00
bunnei
d25f804019
Merge pull request #1053 from MerryMage/rm-IsExecuting
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arm_dynarmic: Remove IsExecuting check from PrepareReschedule
2018-08-13 12:18:51 -04:00
Mat M
1e6ef49f3b
Merge pull request #1049 from bunnei/vtx-size-8
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maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
2018-08-13 11:51:21 -04:00
MerryMage
092d385d53
arm_dynarmic: Remove IsExecuting check from PrepareReschedule
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No longer required. HaltExecution is a no-op if it is not currently executing.
2018-08-13 13:59:01 +01:00
David Marcec
5c1a4ab132
Implement RG32UI and R32UI
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Needed for xenoblade
2018-08-13 22:55:16 +10:00
MerryMage
26aa4ae7a8
audio_renderer: samples_remaining counts frames, not samples
2018-08-13 11:26:50 +01:00
MerryMage
0525998743
audio_core: Interpolate
2018-08-13 11:26:50 +01:00
MerryMage
fea4df74c2
audio_core: Implement low-pass filter
2018-08-13 11:26:50 +01:00
bunnei
34cba027e7
Merge pull request #1032 from lioncash/sanitize
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vfs: Use sanitized paths within MoveFile() and MoveDirectory()
2018-08-13 01:43:35 -04:00
bunnei
faf3494968
Merge pull request #1031 from lioncash/verbosity
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card_image: Simplify return statement of GetSubdirectories()
2018-08-13 01:42:07 -04:00
bunnei
d2634506a9
Merge pull request #1048 from lioncash/atomic
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kernel/object: Tighten object against data races
2018-08-13 01:41:23 -04:00
bunnei
71faea40a6
maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
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- Used by Breath of the Wild.
2018-08-13 01:34:21 -04:00
bunnei
adf759103f
Merge pull request #1047 from bunnei/rgba16-uint
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renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.
2018-08-13 01:32:26 -04:00
Lioncash
3485963fec
kernel/object: Tighten object against data races
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Despite being covered by a global mutex, we should still ensure that the
class handles its reference counts properly. This avoids potential
shenanigans when it comes to data races.
Given this is the root object that drives quite a bit of the kernel
object hierarchy, ensuring we always have the correct behavior (and no
races) is a good thing.
2018-08-13 00:16:40 -04:00
bunnei
1d2fdc5a0d
renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.
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- Used by Breath of the Wild.
2018-08-13 00:06:22 -04:00
bunnei
f9c5041caa
Merge pull request #1045 from bunnei/rg8-unorm
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renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
2018-08-13 00:05:25 -04:00
David Marcec
dc6dcaf416
Registered missing channel devices
2018-08-13 14:03:50 +10:00
David Marcec
10e054e941
Added missing channel devices
2018-08-13 14:00:27 +10:00
bunnei
a2fd54f68b
Merge pull request #1044 from bunnei/linestrip
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maxwell_to_gl: Implement PrimitiveTopology::LineStrip.
2018-08-12 23:21:34 -04:00
bunnei
dcd05b3e87
maxwell_to_gl: Implement PrimitiveTopology::LineStrip.
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- Used by Breath of the Wild.
2018-08-12 23:09:32 -04:00
bunnei
ad6b0268eb
renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
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- Used by Breath of the Wild.
2018-08-12 23:08:50 -04:00
bunnei
a1aacf27d7
Merge pull request #1043 from Subv/timing
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Use an approximated amortized amount of ticks when advancing timing.
2018-08-12 22:31:55 -04:00
bunnei
586fcf2742
Merge pull request #1036 from lioncash/thread
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scheduler: Make HaveReadyThreads() a const member function
2018-08-12 22:13:14 -04:00
bunnei
ef0065ee51
Merge pull request #1042 from Subv/races
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Fixed a bunch of race conditions when running in multicore mode.
2018-08-12 22:05:48 -04:00
bunnei
d9a4224dba
Merge pull request #1041 from Subv/duplicated_mutex
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Kernel/Mutex: Don't duplicate threads in the mutex waiter list.
2018-08-12 22:02:03 -04:00
bunnei
da26e7673b
Merge pull request #1040 from bunnei/xmad
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gl_shader_decompiler: Implement XMAD instruction.
2018-08-12 21:56:40 -04:00
Subv
21fa6cb72c
CPU/Timing: Use an approximated amortized amount of ticks when advancing timing.
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We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast.
This lets us bypass certain hangs in some games like Breath of the Wild.
We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
2018-08-12 20:41:28 -05:00
Subv
a063b51094
Kernel/SVC: Don't reschedule the current core when creating a new thread.
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The current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that.
2018-08-12 20:38:37 -05:00
Subv
42d6bbcb7c
Core/HLE: Make the 'reschedule_pending' flag atomic.
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Another thread may write to this variable while the core in question is in the middle of checking for a reschedule request.
2018-08-12 18:41:12 -05:00