Commit Graph

1912 Commits

Author SHA1 Message Date
Billy Laws
04f3fa4b7f Implement basic indirect draw macro HLE
This still requires usagetracker to avoid redundantly performing indirect draws when the memory isn't dirty, and to allow for using it with direct memory, but it's a start.
2023-03-19 13:52:15 +00:00
Billy Laws
2444f2e81d Fix HLE macro code to not hash all of macro memory + update args struct
We incorrectly hashed the entirety of macro memory starting from the macro base address, as opposed to just the macro itself.
2023-03-19 13:52:15 +00:00
Billy Laws
b313dcbdca Avoid dereferencing macro argument pointers in memory where possible
Indirect draws are implemented by having the macro arguments overflow into a seperate GP Entry that points directly to the indirect argument buffer. To HLE indirect draws a buffer needs to be created from this pointer, and it cannot be dereferenced on the CPU at any point to avoid hitting traps.
2023-03-19 13:52:15 +00:00
Billy Laws
2b93604da0 Use hades HLE replacement for constant buffer attributes
In the cases of indirect draws, we don't know the vertex offset to write into the driver info constant buffer ahead of time, and to do it at draw time on the GPU would mean marking the constant buffer as GPU dirty (slow). HLE them in the shader instead using the host draw parameters extension.
2023-03-19 13:52:15 +00:00
Billy Laws
7e1c58accc Implement indirect draws in the Maxwell 3D interconnect
These will be used by the HLE indirect draw macro to perform indirect draws without waiting for GPU idle.
2023-03-19 13:52:15 +00:00
Billy Laws
49cd2a71cc Introduce GPU checkpoints for crash debugging
When GPU crashes aren't reproducable in renderdoc, it helps to have someway to figure out what exactly is going on when a crash happens or what operation caused it. Add a checkpoint system that reports the GPU execution state in perfetto in time with actual GPU execution, and use flow events to show the event's path through execution, vulkan record and executor record stages.
2023-03-19 13:52:15 +00:00
Billy Laws
d5b6c68ae4 Split out common parts of Maxwell 3D draws
These will be able to be shared between indirect and normal draws.
2023-03-19 13:52:15 +00:00
Billy Laws
779ba3de05 Commonise full pipeline barrier recording 2023-03-19 13:52:15 +00:00
Billy Laws
a65aa28df2 Avoid redundant GPU-dirty propagation for direct buffer recreation 2023-03-19 13:52:15 +00:00
Billy Laws
4a3a40aa40 Add more perfetto tracepoints 2023-03-19 13:52:15 +00:00
Billy Laws
c15b89975b Allocate a general purpose GPU-side debug tracing buffer
Can be used for checkpoints, etc.
2023-03-19 13:52:15 +00:00
Billy Laws
c36b8e843e Add index buffer size estimation via mapping size
This is useful for indirect draws, where we don't know the underlying index buffer size and also don't know the index count.
2023-03-19 13:52:15 +00:00
Billy Laws
0deff5e37a Set a higher perfetto size hint to avoid packet loss 2023-03-19 13:52:15 +00:00
Billy Laws
4bb2a41594 Use usagetracker to determine if pushbuffers need to flush the GPU 2023-03-19 13:52:15 +00:00
Billy Laws
090151f0c3 Introduce usage tracker for dirty tracking within an execution
This is neccessary as e.g. shaders can be updated through a mirror and never hit modification traps. By tracking which addresses have sequenced writes applied, the shader manager can then correctly detect if a given shader has been modified by the GPU.
2023-03-19 13:52:15 +00:00
Billy Laws
f64860c93e Commonise buffer interval list code
This will be reused for usagetracker.
2023-03-19 13:52:15 +00:00
Abandoned Cart
0949d51871 Clear or suppress some easy lint warnings 2023-03-18 16:16:15 +01:00
Abandoned Cart
e68baf9088 Centralize missingIcon and condition for use in DataItem
`One missing Bitmap to rule them all and one condition to find them.` Also eliminates passing that condition between methods. The data class can simply return the same instance every time it's necessary.
2023-03-15 14:25:24 +01:00
Abandoned Cart
905c0a47fa Allow the options, even if they're useless
Since this is instantiated in `onCreate` and may be recycled with different settings, relying on the audio to be disabled to determine if a mute action is available seems like a risky gamble.
2023-03-14 23:22:32 +00:00
Abandoned Cart
39393ec310 Move picture-in-picture configuration to method
This will also make the transition to per-game settings less of a collision later.
2023-03-14 23:22:32 +00:00
Abandoned Cart
a906c6d689 Use BuildConfig package name to forgo Context
This should adapt to the package name, despite not actually relying on the value of it to function. Intents are one of the most analyzed items for vulnerabilities and exploits.
2023-03-14 23:22:32 +00:00
Abandoned Cart
bd9050f6c7 Add an emulator pause button to the OSC 2023-03-14 23:22:32 +00:00
Abandoned Cart
69e322b76b Pausing should mute audio for looped music
Also adds pausing the surface in onPause and restoring it in onResume to avoid wasting resources when the activity is legitimately in the background.
2023-03-14 23:22:32 +00:00
Abandoned Cart
df96d74ca1 No use assigning null surface if null already
This also prevents any possibility a null value is falsely assigned to a valid surface for whatever reason.
2023-03-14 23:22:32 +00:00
Abandoned Cart
95a679e5cd Add an action to pause the emulator process 2023-03-14 23:22:32 +00:00
Abandoned Cart
a1143ee5de Respect the existing "mute" user preference 2023-03-14 23:22:32 +00:00
Abandoned Cart
bdc368e039 Add a mute button as a PiP window action 2023-03-14 23:22:32 +00:00
Abandoned Cart
4298415134 Add picture in picture for emulation activity 2023-03-14 23:22:32 +00:00
Billy Laws
179363a5e7 Fix depth-stencil formats 2023-03-14 23:22:12 +00:00
PabloG02
b4280a61ac Stub IApplicationFunctions::GetSaveDataSize 2023-03-11 18:27:36 +00:00
Abandoned Cart
6703a875f0 Support deprecation of getSerializableExtra 2023-03-11 18:27:15 +00:00
Billy Laws
6d582566f9 Use AdaptiveSingleWaiterConditionVariable for thread scheduling
Some games, for example PGLE, have heavy contention in code that locks mutexes for only a brief period of time. This heavy contention over multiple threads results in futex latency (often ~20us) impacting performance heavily. Using an adaptive condition variable helps to reduce this latency.
2023-03-11 18:26:02 +00:00
Billy Laws
b1e57bc7bc Introduce adapting condition variable class
By spin waiting for a small period before falling back to an actual condition variable, some of the overheads inherent to futex's can be avoided. The used constants were tuned for optimal performance on 8G1 on Skyrim and PGLE.
2023-03-11 18:26:02 +00:00
TheASVigilante
444e35e34f Fix swizzling regression + minor optimizations to swizzling 2023-03-06 21:56:31 +00:00
TheASVigilante
3e1db818cf Address review 2023-03-06 21:56:31 +00:00
TheASVigilante
caf1abbe31 Fix 3D swizzled copies & a small bug with DMA clears 2023-03-06 21:56:31 +00:00
TheASVigilante
70ee36e85c Add support for 1D remapped buffer clears 2023-03-06 21:56:31 +00:00
TheASVigilante
4c3fed6cd0 Hookup various DMA engine features
The DMA engine now supports these additional functions: pitch (to pitch) copies, subrect copies, split copies.
2023-03-06 21:56:31 +00:00
TheASVigilante
fd205ff0a9 Implement rest of I2M engine copies 2023-03-06 21:56:31 +00:00
TheASVigilante
72c2d94cbe Implement subrect copies 2023-03-06 21:56:31 +00:00
TheASVigilante
df0fd88991 Implement pitch swizzled copies 2023-03-06 21:56:31 +00:00
TheASVigilante
5c4bb1c44e Fix incorrect remapping register layout 2023-03-06 21:56:31 +00:00
Billy Laws
55176c2a72
Update patreon names 2023-03-05 20:16:45 +00:00
Niccolò Betto
20130f1182
Update translations (#2235)
* Apply translations in zh-Hans
* Apply translations in zh-Hant
* Apply translations in pt_BR
* Apply translations in es_419
* Apply translations in pt

Co-authored-by: transifex-integration[bot] <43880903+transifex-integration[bot]@users.noreply.github.com>
2023-03-05 13:04:34 +01:00
lynxnb
b724bc2309 Adjust default OSC opacity and color 2023-03-05 12:45:07 +01:00
KikiManjaro
1282362fce Add color selection to OSC
* Add bold text and antialiasing for osc buttons
* Fix osc dpad and button position (widder than taller)
* Set default OSC color to white background with black text
2023-03-05 12:45:07 +01:00
KikiManjaro
66d2965c63 Fix resetControls for opacity of OSC 2023-03-05 12:45:07 +01:00
Abandoned Cart
1f608da8e0 Drop local app path in preview summary 2023-03-05 11:48:46 +01:00
Abandoned Cart
bcd38460be Align ChipGroup to center when space exists 2023-03-05 11:42:20 +01:00
Billy Laws
750dfb8f00 Disable extended dynamic state on <r42 mali drivers 2023-03-04 18:55:44 +00:00
Billy Laws
acf118155d Submit an execution on invalidate{Sampler,TextureHeader}Cache accesses 2023-03-04 18:55:44 +00:00
Billy Laws
6ce5202b8e Add exceptions for some more unimplemented maxwell draw regs 2023-03-04 18:55:44 +00:00
Billy Laws
7150ce0d1d Allow disabling the freeing of texture guest memory
This helps to prevent issues that result from the overlapping of buffer and texture data, by only ever syncing back textures if they are actually used as RTs, which are much less likely to overlap buffers.
2023-03-04 18:55:44 +00:00
Billy Laws
5e8cdfda92 Don't populate colour targets with an empty write mask
Avoids breaking VK spec in BOTW, as it has the same colour attachment bound twice, but the former is masked out entirely.
2023-03-04 18:55:44 +00:00
Billy Laws
8baf06c9ab Never free memory for GPU dirty buffers
Fixes Persona 5 textures in some cases due to overlaps with textures.
2023-03-04 18:55:44 +00:00
Billy Laws
1dd13e90b0 Use channel sequence number for TIC cache validity tracking
Fixes some OpenGL games which update a TIC with I2M but never end up triggering an execution otherwise.
2023-03-04 18:55:44 +00:00
Billy Laws
34fddfccba Only clear requested aspect for depth/stencil clears
Fixes water in Skyrim (depth was being cleared when only stencil should have been)
2023-03-04 18:55:44 +00:00
Billy Laws
330f402398 Clear chained fence cycles on the waiter thread
This avoids some sporadic random crashes that happen during fence cycle destruction in BOTW/SMO.
2023-03-04 18:55:44 +00:00
lynxnb
787f2bde02 Enable localization for app strings
A setting has been added to override the system default language, should a user want a different language for the app.
2023-02-27 22:19:53 +01:00
transifex-integration[bot]
8e7455fb04 Initial translations sync with Transifex
* Apply translations in fr
* Apply translations in ru
* Apply translations in b+zh+Hans
* Apply translations in b+zh+Hant
* Apply translations in de
* Apply translations in el
* Apply translations in ja
* Apply translations in ar
* Apply translations in ta
* Apply translations in pl
* Apply translations in ko
* Apply translations in es
* Apply translations in pl
* Apply translations in in
* Apply translations in it
* Apply translations in b+es+419
* Apply translations in hu
2023-02-27 22:19:53 +01:00
lynxnb
3b849393c2 Fix capitalization in settings title strings 2023-02-27 19:56:53 +01:00
lynxnb
aa1da257f8 Add an option to copy global settings to per-game ones 2023-02-27 19:56:53 +01:00
lynxnb
485bd2031c Only hide validation_layer setting on release instead of debug category 2023-02-27 19:56:53 +01:00
lynxnb
b2228a93da Reorder settings pt.2 2023-02-27 19:56:53 +01:00
lynxnb
ddfa9013a9 Use a proper tag for AppItem in intent extras and arguments 2023-02-27 19:56:53 +01:00
lynxnb
2f4778247c Use per-game settings during emulation 2023-02-27 19:56:53 +01:00
lynxnb
1a11aaa651 Add per-game settings configuration functionality 2023-02-27 19:56:53 +01:00
lynxnb
0467614dc0 Add per-game support to EmulationSettings
Implements support for retrieving per-game emulation settings
2023-02-27 19:56:53 +01:00
lynxnb
cd426d9f18 Split PreferenceSettings into AppSettings and EmulationSettings
`PreferenceSettings` was removed in favor of:
* `AppSettings`: stores general purpose settings mostly used for UI configuration and state
* `EmulationSettings`: stores emulation-related settings, most of these are passed to native emulation code
2023-02-27 19:56:53 +01:00
lynxnb
854ea1a42d Make NativeSettings a serializable data class 2023-02-27 19:56:53 +01:00
lynxnb
ee98aaaed1 Add a method to return format in AppItem 2023-02-27 19:56:53 +01:00
lynxnb
d1fd44e32e Move preference fragment to a separate file for modularity 2023-02-27 19:56:53 +01:00
lynxnb
a683978e8c Split preferences to multiple files for reusability 2023-02-27 19:56:53 +01:00
lynxnb
e7c176a8e5 Reorder preferences and introduce new categories 2023-02-27 19:56:53 +01:00
lynxnb
a1ca84f95e Move Kotlin settings to a dedicate package 2023-02-27 19:56:53 +01:00
lynxnb
180d1efd4d Revert "Toggle DisableFrameThrottling setting by clicking on FPS"
This commit reverts PR #2037. Passing `NativeSettings` to emulation code through a member reference, instead of a local variable, caused unpredictable crashes when using custom GPU drivers (v615+) on some Qualcomm SoCs.
The exact cause of the issue remains unknown, my best guess is that it was caused by an incorrect optimization performed on the Kotlin bytecode in release mode, which caused an issue when reading memory that had been forked, because of running emulation in a separate process.
Runtime settings modification will be reimplemented in the future via an alternative method.
2023-02-27 19:00:52 +01:00
PixelyIon
22f8cc5970 Stub indirect layer VI service functions
Indirect layers are used by the game to render layer on its own, the game allocates a buffer with the size from `GetIndirectLayerImageRequiredMemoryInfo` and uses `GetIndirectLayerImageMap` to draw the applet contents into the buffer. 

As we don't LLE applet implementations nor do our HLE implementations draw equivalent applets, we cannot submit this to the guest. As a result, these functions are stubbed with the framebuffer being cleared to red. 

Stubbing these functions allows titles such as Dark Souls to not crash while initializing indirect layers.
2023-02-22 23:23:08 +05:30
lynxnb
dba191d2dc Fix deadlock on settings in PresentationEngine after callback
Accessing the settings class during the execution of the `OnChangedCallback` results in a deadlock, as accesses to values are protected by a mutex. Instead, we now keep a local copy of the relevant settings and update those with the new value.
2023-02-20 21:45:30 +00:00
lynxnb
fc9b34846c Fix KtSettings JNI usage
* Use a global ref for NativeSettings JNI instance
* Always use the JNI env from the JNI call to ensure it's safe to use in the current thread
2023-02-20 21:45:30 +00:00
lynxnb
5b0a397165 Update native settings after toggling frame throttling 2023-02-20 21:45:30 +00:00
Matesic Darko
f850271e2d toggle DisableFrameThrottling setting by clicking on FPS display
s/jSurface/vkSurface
2023-02-20 21:45:30 +00:00
TheASVigilante
3168e8efc0 Address review 2023-02-20 18:17:35 +00:00
TheASVigilante
b780e2b755 Deallocate Unmapped memory pages
Reduces memory usage buildup over time, may affect performance.
2023-02-20 18:17:35 +00:00
Billy Laws
7296f8503d Enable always attempt to enable robustness 2023-02-20 18:01:49 +00:00
Billy Laws
d45f9e4d26 Loosen some texture WaR sync when possible
By keeping track of the stages reading the image we can do more fine-grained WaR prevention, as opposed to waiting for all commands to complete.
2023-02-20 18:01:49 +00:00
Billy Laws
6ee8a919e5 Use pipeline barriers, as opposed to an ext dependency for RP barrier
Allows for waiting on compute shaders, which are not a graphics stage.
2023-02-20 18:01:49 +00:00
Billy Laws
ee68facc5d Apply RP barrier masks for every draw, rather than the 1st in RP
I missed that addSubpass was only called once-per-subpass, meaning that if a new barrier req was discovered several draws into the RP it wouldn't be applied. Split out barriers into a seperate function to avoid this.
2023-02-20 18:01:49 +00:00
Billy Laws
bb20b145a8 Hash subpass dependencies in RP cache 2023-02-20 18:01:49 +00:00
Billy Laws
99bf7dbb36 Implement usage based implicit renderpass barrier generation
Full pipeline barriers between every RP can be extremely expensive on HW, by analysing the inputs and outputs of a draw it's possible to construct a much more optimal barrier that only syncs what is neccessary.
2023-02-20 18:01:49 +00:00
Billy Laws
7a759326b3 Don't break RPs on view pointer changes
Sometimes view pointers may change despite the underlying Vulkan image view not actually changing, so use vk::ImageViews for tracking to keep RP breaks to a minimum.
2023-02-20 18:01:49 +00:00
Billy Laws
a02e1a2536 R.I.P. Subpasses 2023-02-20 18:01:49 +00:00
Billy Laws
a47f010653 Add an option to allow CPU writes when fast readback is used 2023-02-20 18:01:49 +00:00
Billy Laws
2d56ed053d Implement all remaining ASTC formats 2023-02-20 18:01:49 +00:00
Billy Laws
d93c96de83 Fix sign error when decoding bc5s images
Using an unsigned loop counter caused an implicit conversion breaking the decoder logic.
2023-02-20 18:01:49 +00:00
Billy Laws
2d97b9fc2c Keep track of buffer dirtiness within an execution 2023-02-20 18:01:49 +00:00
Billy Laws
6ea1483c9a Fix a race with multiple threads pushing data into circular queue
If the 'end' changes when waiting for data to be consumed our 'waitNext' would be invalid leading to a deadlock.
2023-02-20 18:01:49 +00:00
Billy Laws
f55b135243 Assert on geometry stream usage 2023-02-20 18:01:49 +00:00
Billy Laws
2e64199640 Add host shader replacement and dumping support
This is useful for debugging, but shouldn't generally be used as bindings in SPIR-V etc are unstable.
2023-02-20 18:01:49 +00:00
Billy Laws
02786839a5 Flush pipeline after texture uploads 2023-02-20 18:01:49 +00:00
Billy Laws
ffdd50bdf3 Fix geometry and compute shaders on mali GPUs 2023-02-20 18:01:49 +00:00
mk73ds
cb62e15748 Ignore new layer creations instead of replacing previous ones while waiting for proper multiple layers support. 2023-02-18 12:06:37 +00:00
Erwin Spitaler
2855d12f31 quick and dirty implementation for GetFreeSpaceSize 2023-02-18 12:06:18 +00:00
Abandoned Cart
b20c6e9fc4 onBackPressed -> onBackPressedDispatcher 2023-02-16 14:50:02 +01:00
MrPurple666
bc3c49bc28 Add TIC format: 0x58D24946
Cult of the Lamb must be in-game and should fix some textures in Bayonetta 3

Co-authored-by: neogan-bot <neogan-bot@users.noreply.github.com>
2023-02-13 12:10:29 +00:00
PixelyIon
3407f5a6d1 Fix Depth RT layer stride
The layer stride provided by the depth register in Maxwell3D needs to be shifted by 2, this caused the stride to be 1/4th of what it needed to be resulting in OOB access.
2023-02-13 12:02:29 +00:00
PixelyIon
df3b961d5d Fix mipmapped GOB dimensions calculation
When calculating mip-level dimensions in terms of GOBs, they need to be divided by 2 while rounding upwards rather than downwards. This fixes corrupted textures and OOB access on lower mip levels across a substantial amount of titles, reducing arbitrary crashes as a result.
2023-02-13 12:02:29 +00:00
Billy Laws
bff232f326 Update edge names 2023-02-07 16:52:33 +00:00
Billy Laws
754a9dfd77 Avoid storing guest shader hash in generated spirv
This accidentally broke VK spec and could harm driver caching.
2023-02-07 16:50:46 +00:00
german77
9e1c9caa36 input: Fix motion orientation based on phone orientation 2023-02-07 16:16:41 +00:00
german77
56d43a70c0 Implement SixAxis sensor 2023-02-07 16:16:41 +00:00
lynxnb
85a711c420 Suppress warnings in AndroidManifest 2023-02-06 15:04:20 +01:00
PixelyIon
2cdff40bcb Add debug log for SVC CancelSynchronization
This SVC was missing a log which makes it harder to trace issues to it, it has been added to assist with future debugging.
2023-02-05 18:07:11 +05:30
Billy Laws
94ac457ce0 Ensure mappings are always aligned to big page size when deallocated and
mapped

Since we align up when allocating, not doing so when deallocating would result in a gradual buildup of boundary pages that eventually fill the whole address space.
2023-02-04 23:10:45 +00:00
Billy Laws
d659b4f55e Swap min and max depth when negative scale is used
Fixes Super Mario 3D All Stars rendering.
2023-02-04 23:10:45 +00:00
Billy Laws
198e9e8e48 Avoid page faults when using the fallback shader size
These occured in some homebrew otherwise.
2023-02-04 23:10:45 +00:00
Billy Laws
10e7e6272a Pass in pipeline tessellation state to Vulkan 2023-02-04 23:10:45 +00:00
Billy Laws
12c88babd0 Fix address space allocator slow path to avoid OOB 2023-02-04 23:10:45 +00:00
Billy Laws
4a4f6df792 Stub GetBufferHistory transaction 2023-02-04 23:10:45 +00:00
Billy Laws
3795ecceff Stub IdleTickCount GetInfo result 2023-02-04 23:10:45 +00:00
Billy Laws
3ef84b27c3 Avoid pipeline cache warning 2023-02-04 23:10:45 +00:00
Billy Laws
bb3baa888d Add a hack to disable shader subgroup shuffles
These are about 100x as expensive on adreno than nvidia due to the lack of a dedicated instruction, since some games work fine without them add a hack to disable them.
2023-02-04 23:10:45 +00:00
Billy Laws
568306195f Prevent Vulkan guest crashes by avoiding intermediate syncpt event signal state
The vulkan guest driver doesn't expect a 0xB return code from SyncptEventWait, even though this is valid when an event is being signalled. Just ignore the intermediate state instead as doing so avoids races without causing any more.
2023-02-04 23:10:45 +00:00
Billy Laws
fcb8f2a229 Apply texture shader compiler generated descriptor shifts
These were missed on a hades version upgrade.
2023-02-04 23:10:45 +00:00
Billy Laws
bbef006051 Simplify free descriptor set accounting and update ratios
Slightly reduces descriptor usage in Breath of The Wild
2023-02-04 23:10:45 +00:00
Billy Laws
5e862cf5f7 Bail out early if the new pipeline key matches that of the current one
Prevents the transition cache of some pipelines from getting full of copies of itself in cases where an update happens redundantly.
2023-02-04 23:10:45 +00:00
Billy Laws
3e971d4043 Wait for pipeline compilation to finish before loading the guest
The excessive blocking caused by initial compilation happening async to the guest caused issues in some cases, now we have a Vulkan pipeline cache to speed it up we can wait for a full compile before launch without too many issues.
2023-02-04 23:10:45 +00:00
Billy Laws
be6f08cd97 Add debug pipeline statistics recording for finding redundant pipelines 2023-02-04 23:10:45 +00:00
Billy Laws
6333a92b53 Only include active RTs in pipeline state key
This was causing a buildup of many redundant pipelines in SMO as a depth-only shader was being called without previous RTs being unbound.
2023-02-04 23:10:45 +00:00
Billy Laws
9d3a9f63d5 Move graphics piplines away from storing hades shader info struct
By only using what we need, and mirroring the descriptor structs to allow for much tighter packing (while keeping the same member names) we can reduce pipeline memory to about 1/3 of what it was before.
2023-02-04 23:10:45 +00:00
Billy Laws
dd92cb1536 Implement support for (de)serialising VkPipelineCaches to/from storage
Significantly improves launch times in games with many shader combinations, giving an 5x speedup in some cases.
2023-02-04 23:10:45 +00:00
Billy Laws
db173083d7 Update edge credits 2023-02-04 23:10:45 +00:00
PabloG02
35617930d5 Fix rebase 2023-01-28 11:57:19 +00:00
PabloG02
8b9d6f79ab Add option to enable/disable shader cache 2023-01-28 11:57:19 +00:00
PixelyIon
8bfda0d84d Fix hole punching in mappings with SVC UnmapPhysicalMemory
Certain titles such as Super Smash Bros Ultimate can use SVC `UnmapPhysicalMemory` to punch holes into physical memory mappings, this wasn't handled correctly as we completely deleted the portion after the hole. It has now been fixed which results in these titles which depend on this behavior to work now.
2023-01-23 21:28:59 +00:00
hacobot.dev
ff1e62df7a deleted unnecessary convertion 2023-01-23 21:28:49 +00:00
hacobot.dev
75f6f5e31c pull request requested changes 2023-01-23 21:28:49 +00:00
hacobot.dev
7cd13916a3 Main activity is now refreshing when the group checkbox is changed 2023-01-23 21:28:49 +00:00
hacobot.dev
b67bfe3848 Added functionality to make optional to group games by format and sort 2023-01-23 21:28:49 +00:00
Billy Laws
6b9be2edd4 Add note about circular queue append contiguosity guarantees 2023-01-20 21:19:04 +00:00
PabloG02
535eafb57a Add Android 13 themed icon 2023-01-20 21:08:33 +00:00
PabloG02
d544ccf5ea Stub INotificationServicesForApplication 2023-01-20 21:08:12 +00:00
PabloG02
2fa5ea451e Stub IPrepoService::SaveReportWithUserOld2 2023-01-20 21:08:12 +00:00
PabloG02
7327cdbde9 Stub some functions in IDeliveryCacheStorageService 2023-01-20 21:08:12 +00:00
PabloG02
c53d99d393 Stub IDeliveryCacheFileService and IDeliveryCacheDirectoryService 2023-01-20 21:08:12 +00:00
PabloG02
299d11d86f Stub IApplicationFunctions::GetNotificationStorageChannelEvent 2023-01-20 21:08:12 +00:00
Billy Laws
7c623f8301 Use a spinlock for thread waiter mutex
Since the waitermutex is only ever locked for a short amount of time, spinning in contention-heavy scenarios ends up quite a bit more efficient than a kernel wait.
2023-01-20 21:07:59 +00:00
Billy Laws
e2463b7619 Adjust gpfifo WFI to only do a pipeline barrier 2023-01-20 21:07:59 +00:00
Billy Laws
2b282ece1a Add more fine-grained buffer recreation locking 2023-01-20 21:07:59 +00:00
Billy Laws
85a23e73ba Implement a shared spinlock and use it for GPU VMM 2023-01-20 21:07:59 +00:00
Billy Laws
fd5c141dbf Correct GetNpadIrCameraHandle return value 2023-01-20 21:07:59 +00:00