| Commit message (Collapse) | Author | Age |
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Sign mismatches and "forcing value to bool" warnings.
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class in common_types.
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Qt: Shutdown emulation session only if EmuThread exists.
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dyncom: Fix decoding of BKPT's immediate
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Install a .desktop file to make citra-qt launchable from DE menus
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A shift here is intended since the representation is imm12:imm4
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PTM: Changed the ptm services to be like the IR, HID, and APT services.
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GPU: add more fine grained profiling for vertex shader and rasterization
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It provided a large increase in complexity of the logging system while
having a negligible performance impact: the usage patterns of the ring
buffer meant that each log contended with the logging thread, causing
it to effectively act as a synchronous extra buffering.
Also removed some broken code related to filtering of subclasses which
was broken since it was introduced. (Which means no one ever used that
feature anyway, since, 8 months later, no one ever complained.)
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Core/Memory: Add TLS support for creating up to 300 threads
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Thread: Remove the idle thread
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Core/Scheduling: Prepare the new priority in the thread queue when svcSetPriority is called
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vfp: Handle flush-to-zero mode.
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dyncom: Stub MCRR and MRRC
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Instead just use nullptr to represent no thread is active.
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Core/HLE: Implemented the SVCs GetProcessId and GetProcessIdOfThread
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svcSetPriority is called
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IR, HID, and APT services.
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There's no other coprocessor outside the VFP (which has its own VMOV variants) in which the MPCore can send/retrieve data from.
Stubbed so citra won't crash and burn on the odd chance someone actually tries to use these.
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NWM_UDS: Fix a typo in the nwm service port name
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Thread: Correctly set main thread initial stack position
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Implement I4 texture format
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@neobrain, could you confirm that this is correct?
It's been tested with various different games and fixes different textures, including in Animal Crossing, Kirby Triple Deluxe, and SMB3D.
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Fix crashes due to un-initialized GSP shared memory
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Give each emulated thread it's own TLS memory
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The TLS area for thread T with id Ti is located at TLS_AREA_VADDR + (Ti - 1) * 0x200.
This allows some games like Mario Kart 7 to continue further.
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This works around crashes related to GSP/HID/etc. shared memory blocks
having garbage values. The proper fix requires proper management of
mapped memory blocks in the process.
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GPU improvements
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