2e8d7b559c
Use the original view padding/margin when applying window insets
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Adding to the current view padding/margin values results in applying the insets over and over again as insets listeners can be called multiple times.
2022-11-28 00:04:39 +01:00
b2384e83f5
Add prepo:a service
2022-11-25 16:26:00 +00:00
736216a6f4
Stub OpenPatchDataStorageByCurrentProcess
2022-11-25 16:26:00 +00:00
44033d7f8d
Adjust CalendarTime year to be relative to 0AD
2022-11-25 16:26:00 +00:00
2ce2604421
Implement VFS file deletion
2022-11-25 16:26:00 +00:00
6c968e0357
Fix GetEntryType IPC return type
2022-11-25 16:26:00 +00:00
ec220c8ea9
Use an extended FAB in GpuDriverActivity
2022-11-23 19:49:42 +05:30
163f4f2014
Fix window insets handling when in landscape mode
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To avoid code duplication, insets handling has been moved to a separate interface.
2022-11-23 19:49:42 +05:30
ab6c5f4c50
Improve robustness of KeyReader.import
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* Close the input and output file streams before moving the output file to the final destination
* Clean up the destination path before moving the new file
* Introduce a `ImportResult` return value to differentiate between the possible causes of import errors
* Display more meaningful error messages in the UI
2022-11-23 19:49:42 +05:30
38129d9dc3
Mark some strings as non-translatable
2022-11-23 19:49:42 +05:30
ee8c055641
Make GpuDriverInstallResult
PascalCase
2022-11-23 19:49:42 +05:30
7f1667de82
Avoid using trapping for frequently trapped shaders
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Fall back to hashing for every shader access as that ends up being faster than applying traps for every execution.
2022-11-19 12:49:05 +00:00
06095918a9
Introduce per-channel sequence number for invalidation tracking
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For cases like shaders, which may be uploaded through I2M (which no longer causes an execution) we need a way to cause an invalidation on all writes
2022-11-19 12:49:05 +00:00
97e3f7fd34
Increase max swapchain image count
2022-11-19 12:49:05 +00:00
c49119f5ef
Fixup depth bounds register arguments
2022-11-19 12:49:05 +00:00
db3c5c33c4
Clamp depth bounds into 0-1 range
2022-11-19 12:49:05 +00:00
e1bbd521d9
Fix potential circular queue submission race
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If a producer thread was waiting for the queue to have free space and the consumer thread hadn't yet acquired the production mutex a deadlock could occur
2022-11-19 12:49:05 +00:00
13baf2312f
Add a workaround for sampling BGRA textures with a swizzle
2022-11-19 12:49:05 +00:00
13a96c5aba
Implement a helper shader for partial clears
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These are not natively supported by Vulkan, so use a helper shader and colorWriteMask for the same behaviour.
2022-11-19 12:49:05 +00:00
ac0e225114
Use vkCmdBlit for texture copies when formats dont match
2022-11-19 12:49:05 +00:00
c8fc8f84ec
Fallback to RGBA888 for unsupported swapchain formats as opposed to swizzle
2022-11-19 12:49:05 +00:00
e0bc0d3a97
Avoid megabuffering buffers larger than the chunk size
2022-11-19 12:49:05 +00:00
b6f49884b3
Use lower_bound to speedup texture hostMapping lookup
2022-11-19 12:49:05 +00:00
e7fda28ac6
Skip over textures in cache which have been replaced with a layer/mip match
2022-11-19 12:49:05 +00:00
88cc696c7f
Only use 2D array depth targets when depth > 1
2022-11-19 12:49:05 +00:00
7fed971b2d
Take firstIndex into account when calculating index (quad) buffer size
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Without this we would miss any elements beyond indexCount in the index buffer and they would be filled with random garbage causing vertex bombs
2022-11-19 12:49:05 +00:00
1f9de17e98
Begin command buffers asynchronously in command executor
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vkBeginCommandBuffer can take quite some time on adreno, move it to the cycle waiter thread where it won't block GPFIFO.
2022-11-19 12:49:05 +00:00
4b3e906c22
Update cached buffer execution number when megabuffering
2022-11-19 12:49:05 +00:00
3ae1e78544
Match mip layers and array layers in texture manager
2022-11-19 12:49:05 +00:00
d502adb309
Avoid WRW hazard in subpass deps
2022-11-19 12:49:05 +00:00
e9313cc291
Use view layer count over texture for attachments
2022-11-19 12:49:05 +00:00
e65ca52d91
Avoid potential buffer copy race
2022-11-19 12:49:05 +00:00
720cfaafb6
Stub caps:su
2022-11-18 15:35:03 +00:00
74afca4aab
Stub caps:u
2022-11-18 15:35:03 +00:00
27ff1ae19b
Stub caps:c
2022-11-18 15:35:03 +00:00
ffb0546609
Stub caps:a
2022-11-18 15:35:03 +00:00
1c8736cb56
Stub IsLargeResourceAvailable
2022-11-18 12:52:25 +00:00
dcd9e4ff61
Stub SetIdleTimeDetectionExtension, SetAlbumImageTakenNotificationEnabled
2022-11-18 12:52:25 +00:00
60843269de
Stub GetBlockedUserListIds and UpdateUserPresence
2022-11-18 12:52:25 +00:00
2cdfc7640c
Stub GetPreviousProgramIndex
2022-11-18 12:52:25 +00:00
360306eb61
Stub GetAddOnContentListChangedEventWithProcessId
2022-11-18 12:52:25 +00:00
3d475ca122
Stub GetAccountId
2022-11-18 12:52:25 +00:00
0b452fe36b
Stub GetFriendList
2022-11-18 12:52:25 +00:00
cc37d2231d
Stub CheckFreeCommunicationPermission and IsFreeCommunicationAvailable
2022-11-18 12:52:25 +00:00
ec81c97fa9
Stub TryPopFromFriendInvitationStorageChannel
2022-11-18 12:52:25 +00:00
413f162cf2
Stub some account functions
2022-11-18 12:52:25 +00:00
b209ae8e90
Account for stick flat area when retrieving axes value from a MotionEvent
2022-11-17 21:54:15 +01:00
c966220bab
Zero-initialize axes history instead of using null values
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Use zero initialization for axes history instead of using null values. Fixes the first axis event after launching a game being completely ignored.
2022-11-17 21:54:15 +01:00
3a657c44cc
Don't ignore HAT axes input events
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Capture HAT axes events ourselves instead of relying on the android framework to turn them into KeyCodes. Fixes handling of DPAD button presses on most controllers.
2022-11-17 21:54:15 +01:00
f1ec771944
Fix inverted axis polarity
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In the case of axis value being zero, polarity would favor one side of the stick resulting in invalid values. Fix that by taking into account axis history when calculating polarity.
2022-11-17 21:54:15 +01:00