bunnei
d3a236efc1
Merge pull request #1053 from MerryMage/rm-IsExecuting
...
arm_dynarmic: Remove IsExecuting check from PrepareReschedule
2018-08-13 12:18:51 -04:00
Mat M
61bcbf09a0
Merge pull request #1049 from bunnei/vtx-size-8
...
maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
2018-08-13 11:51:21 -04:00
MerryMage
f4443a0637
arm_dynarmic: Remove IsExecuting check from PrepareReschedule
...
No longer required. HaltExecution is a no-op if it is not currently executing.
2018-08-13 13:59:01 +01:00
bunnei
01b9407038
Merge pull request #1032 from lioncash/sanitize
...
vfs: Use sanitized paths within MoveFile() and MoveDirectory()
2018-08-13 01:43:35 -04:00
bunnei
3bac346751
Merge pull request #1031 from lioncash/verbosity
...
card_image: Simplify return statement of GetSubdirectories()
2018-08-13 01:42:07 -04:00
bunnei
51549a3ab1
Merge pull request #1048 from lioncash/atomic
...
kernel/object: Tighten object against data races
2018-08-13 01:41:23 -04:00
bunnei
e9c672ab76
maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
...
- Used by Breath of the Wild.
2018-08-13 01:34:21 -04:00
Lioncash
93f2a696b6
kernel/object: Tighten object against data races
...
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
7123fcfd64
renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.
...
- Used by Breath of the Wild.
2018-08-13 00:06:22 -04:00
bunnei
e6888dd2d0
Merge pull request #1045 from bunnei/rg8-unorm
...
renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
2018-08-13 00:05:25 -04:00
bunnei
8e3b2999eb
maxwell_to_gl: Implement PrimitiveTopology::LineStrip.
...
- Used by Breath of the Wild.
2018-08-12 23:09:32 -04:00
bunnei
a9588a76fd
renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
...
- Used by Breath of the Wild.
2018-08-12 23:08:50 -04:00
bunnei
ca481e97b6
Merge pull request #1043 from Subv/timing
...
Use an approximated amortized amount of ticks when advancing timing.
2018-08-12 22:31:55 -04:00
bunnei
35124fe241
Merge pull request #1036 from lioncash/thread
...
scheduler: Make HaveReadyThreads() a const member function
2018-08-12 22:13:14 -04:00
bunnei
e7371f4eb6
Merge pull request #1042 from Subv/races
...
Fixed a bunch of race conditions when running in multicore mode.
2018-08-12 22:05:48 -04:00
bunnei
b7c9225b4e
Merge pull request #1041 from Subv/duplicated_mutex
...
Kernel/Mutex: Don't duplicate threads in the mutex waiter list.
2018-08-12 22:02:03 -04:00
bunnei
aa3f78daf5
Merge pull request #1040 from bunnei/xmad
...
gl_shader_decompiler: Implement XMAD instruction.
2018-08-12 21:56:40 -04:00
Subv
02410f2579
CPU/Timing: Use an approximated amortized amount of ticks when advancing timing.
...
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
ebcf79830f
Kernel/SVC: Don't reschedule the current core when creating a new thread.
...
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
5d09404098
Core/HLE: Make the 'reschedule_pending' flag atomic.
...
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
Subv
d25f15fca8
CPU/HLE: Lock the HLE mutex before performing a reschedule.
...
Another thread might be in the middle of an SVC, thus altering the state of the schedulers.
2018-08-12 18:41:11 -05:00
Subv
87311290bf
Kernel/Threads: Lock the HLE mutex when executing the wakeup callback.
...
Another thread might be in the middle of a reschedule, thus altering the state of the schedulers.
2018-08-12 18:41:11 -05:00
Subv
2c3270d2b1
Kernel/Thread: Always use the threadsafe option when scheduling wakeups.
...
WakeAfterDelay might be called from any host thread, so err on the side of caution and use the thread-safe CoreTiming::ScheduleEventThreadsafe.
Note that CoreTiming is still far from thread-safe, there may be more things we have to work on for it to be up to par with what we want.
2018-08-12 18:40:56 -05:00
bunnei
31c5b16f1c
gl_shader_decompiler: Implement XMAD instruction.
2018-08-12 18:30:24 -04:00
Subv
4bc0786e55
Kernel/Mutex: Don't duplicate threads in the mutex waiter list.
...
Exit from AddMutexWaiter early if the thread is already waiting for a mutex owned by the owner thread.
This accounts for the possibility of a thread that is waiting on a condition variable being awakened twice in a row.
Also added more validation asserts.
This should fix one of the random crashes in Breath Of The Wild.
2018-08-12 16:35:27 -05:00
Lioncash
9a97ebf82e
vfs: Make VfsFilesystem constructor explicit
...
Makes it consistent with the other VFS interfaces and prevents implicit
construction.
2018-08-12 16:55:40 -04:00
Lioncash
4f71f7270e
vfs: Make type hierarchy objects classes instead of structs
...
struct should be used when the data type is very simple or otherwise has
no invariants associated with it. Given these are used to form a
hierarchy, class should be used instead.
2018-08-12 16:55:40 -04:00
bunnei
c61bab3dbc
Merge pull request #1025 from ogniK5377/bad-cast
...
Fixed invalid cast in loader
2018-08-12 16:22:35 -04:00
bunnei
eb9b71f6af
Merge pull request #1038 from MerryMage/lock-cubeb
...
cubeb_sink: Protect queue with a mutex
2018-08-12 16:22:11 -04:00
MerryMage
0da0dfdcc2
cubeb_sink: Protect queue with a mutex
2018-08-12 20:41:46 +01:00
bunnei
910d27af16
Merge pull request #1035 from ogniK5377/audio-dev-revision-info
...
GetAudioDeviceServiceWithRevisionInfo (Used by Bloodstained: Curse of the Moon)
2018-08-12 14:56:11 -04:00
bunnei
625d522f8c
Merge pull request #1028 from ogniK5377/aoa
...
Added GetAudioRendererSampleRate, GetAudioRendererSampleCount & GetAudioRendererMixBufferCount
2018-08-12 13:33:08 -04:00
bunnei
0e9d806249
Merge pull request #1034 from lioncash/hid
...
hid: Stub DisconnectNpad()
2018-08-12 13:15:56 -04:00
Lioncash
fa4ef48a68
scheduler: Make HaveReadyThreads() a const member function
...
This function doesn't modify instance state, so the const qualifier can
be added to it.
2018-08-12 12:55:58 -04:00
Lioncash
52dfa54bc9
thread_queue_list: Make contains() and get_first() const member functions
...
These don't directly modify the contained data.
2018-08-12 12:54:14 -04:00
Lioncash
2aeae3b677
thread_queue_list: Convert typedef to a type alias
2018-08-12 12:47:11 -04:00
Markus Wick
cf1c28afb5
gl_rasterizer: Use a shared helper to upload from CPU memory.
2018-08-12 16:10:26 +02:00
Markus Wick
cf0e459f97
gl_state: Don't track constant buffer mappings.
2018-08-12 16:10:26 +02:00
Markus Wick
f0e268ee09
gl_rasterizer: Use the stream buffer for constant buffers.
2018-08-12 16:10:26 +02:00
Markus Wick
d119d0e0c1
gl_rasterizer: Use the streaming buffer itself for the constant buffer.
...
Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
2018-08-12 15:48:59 +02:00
Markus Wick
0d942338e3
gl_rasterizer: Use a helper for aligning the buffer.
2018-08-12 15:47:35 +02:00
Markus Wick
7e1aae257c
Update the stream_buffer helper from Citra.
...
Please see https://github.com/citra-emu/citra/pull/3666 for more details.
2018-08-12 15:47:35 +02:00
David Marcec
a6410c6e4a
GetAudioDeviceServiceWithRevisionInfo
...
As we're not handling any anything about the revision data for GetAudioDeviceServiceWithRevisionInfo, it's currently marked as stubbed. However for games this shouldn't affect the result. Proper revision info would be more for homebrew.
2018-08-12 22:47:39 +10:00
Lioncash
6985cee4ca
hid: disable clang-format around tables
...
Prevents clang-format from butchering them.
2018-08-12 05:57:33 -04:00
Lioncash
d411247e8e
hid: Stub DisconnectNpad()
...
This is required by ARMS.
2018-08-12 05:56:28 -04:00
Lioncash
1b53c64a6e
vfs: Use sanitized paths within MoveFile() and MoveDirectory()
...
Previously these were being unused (or partially unused). While we're at
it, use better naming to make it visibly obvious which variant of the
path is being used.
2018-08-12 04:05:01 -04:00
Lioncash
c4458eae71
card_image: Use type aliases to shorten definitions
...
We have the aliases, so we may as well use 'em.
2018-08-12 03:57:16 -04:00
Lioncash
2dfa7b5d0a
card_image: Simplify return statement of GetSubdirectories()
...
We don't need to write out the construction long-form, we can just let
the language itself work it out off the return type.
2018-08-12 03:53:20 -04:00
bunnei
8c98adbc27
gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check.
2018-08-12 02:22:42 -04:00
David Marcec
40dfb71fe8
Pushed the requested sample rate instead of our fixed sample rate
2018-08-12 14:58:36 +10:00