Age | Commit message (Collapse) | Author |
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Accurately implement thread exit
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astc_decoder: Combine FastReplicate functions to work around new NV driver bug
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kernel: remove no-op code
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input_common: nitpick about SetHatButton usage
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input_common: fix copy-paste error
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hid: fix std::transform call
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hid: Correct assignment source for rotations
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Found by static analysis with PVS-Studio. Nobody seems to really know what was it doing there.
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Change default theme to Dark colorful
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Found by static analysis with PVS-Studio.
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Found by static analysis with PVS-Studio.
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Eliminates the usage of a magic number to indicate the default index of the themes array,
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Found by static analysis with PVS-Studio
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The new Nvidia drivers have a bug where the FastReplicateTo6 function produces a lookup into the REPLICATE_TO_8 table rather than the REPLICATE_TO_6 table.
This seems to be an optimization gone wrong. Combining the logic of the FastReplicate functions seems to address the bug.
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Change default name for playstation controllers
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hle: kernel: Fix service_threads access to be thread safe V2.
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Minor nitpick
Code is from narr
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service/hid: Decrease motion update rate
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DoWorkerTaskImpl.
- This is used to terminate a thread asynchronously after it has been exited.
- This fixes a crash that can occur in Pokemon Sword/Shield because a thread is incorrectly closed on svcExitThread, then, the thread is destroyed on svcCloseHandle while it is still scheduled.
- Instead, we now wait for the thread to no longer be scheduled on all cores before destroying it from KWorkerTaskManager, which is accurate to HOS behavior.
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unimplemented DoWorkerTaskImpl.
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- This makes our implementations of these more closely match HOS.
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- These primitives are used to dispatch asynchronous kernel tasks from KThread and KProcess.
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- When the emulator crashes to desktop below, we don't even get this captured in a log, making such issues harder to debug.
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- PR #7699 attempted to fix CreateServiceThread and ReleaseServiceThread to be thread safe, but inadvertently introduced a possible dead-lock.
- With this PR, we use a worker thread to manage the service thread list, allowing it only to be accessed by a single thread, and guaranteeing threads will not destroy themselves.
- Fixes a rare crash in Pokemon Sword/Shield, I've now run this game for ~12 hours non-stop and am quite confident this is a good solution for this issue.
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hle: kernel: Fix service_threads access to be thread safe.
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Kernel Memory Updates (Part 2): SetProcessMemoryPermission, update permissions, and other minor changes.
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- CreateServiceThread and ReleaseServiceThread can be accessed by different threads, uses a lock to make this thread safe.
- Fixes a rare crash in Pokemon Sword/Shield that can occur when a new service thread is being created while an old one is being destroyed.
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yuzu: main: Increase the open file limit on Windows to 8192
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core/hid: Reduce gyro threshold even more
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Motion stops working in Mario Tennis in swing mode if the update rate is too fast even when HW it updates at the same speed. 10ms it's the minimum period that the game needs to start working again.
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cmake: make tests optional
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Kernel Memory Updates (Part 1): SetMemoryAttribute, and other minor changes.
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yuzu: Add controller hotkeys
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This is a temporary solution for now to accommodate for mods containing more than 4096 files.
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logging: adapt to changes in fmt 8.1
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input_common: Handle errors on TAS scripts
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... to common/logging/formatter.h
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... requirements for fmt stays at ^8.0.1
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