| Commit message (Collapse) | Author | Files | Lines |
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Tidies up namespace declarations
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both SetLayerVisibility() functions used in Lego games, GetDisplayResolution()
fixed according switchbrew.org
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* Updated ACC with more service names
* Updated SVC with more service names
* Updated set with more service names
* Updated sockets with more service names
* Updated SPL with more service names
* Updated time with more service names
* Updated vi with more service names
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This may break libnx homebrew due to a bug in libnx but is required by official games since they always assume that the buffer will be there.
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- Another fix for libnx.
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It is now created during Service initialization and passed to all the services that need it.
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* Fixes some cast warnings, partially fixes citra #3064
* Converted casts to uint32_t to u32
* Ran clang-format
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Prevents implicit conversions.
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Previously this would unnecessarily zero-initialize the vector before
copying the actual data into the vector instance.
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This prevents missing frames if the vblank fires between the DequeueBuffer and Wait(vsync) calls
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NVFlinger will call into the nvdisp_disp0 device to perform screen flips, bypassing the ioctl interface.
We now have the address of the framebuffer to draw, we just need to actually put it on the screen.
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Don't try to draw buffers that the guest application is using, only queued buffers are eligible for drawing.
Drawing actual pixels is still not implemented.
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The homebrew display test application now properly writes graphics data to the graphics buffer but we still don't have a way to compose the display layers.
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