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anonymous/yuzu
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yuzu is the world's most popular, open-source, Nintendo Switch emulator — started by the creators of Citra. It is written in C++ with portability in mind,
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Author
Files
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2018-01-19
Fix dispdrv typo
gdkchan
1
-1
/
+1
2018-01-18
vi: Make constructors explicit where applicable
Lioncash
1
-13
/
+14
2018-01-18
vi: Add missing override specifiers
Lioncash
1
-7
/
+7
2018-01-18
vi: Copy data directly into the std::vector within Parcel's ReadBlock function
Lioncash
1
-2
/
+3
2018-01-17
NV: Move the nvdrv classes into the Nvidia namespace, and move the functionality to a s single module that services call.
Subv
1
-3
/
+3
2018-01-17
VI: Stubbed GetNativeHandle, Create/DestroyStrayLayer and CloseDisplay
Subv
2
-3
/
+85
2018-01-15
vi: Add IManagerDisplayService::CloseDisplay function
bsaleil
1
-0
/
+10
2018-01-15
renderer: Render previous frame when no new one is available.
bunnei
1
-1
/
+4
2018-01-13
yuzu: Update license text to be consistent across project.
bunnei
4
-4
/
+4
2018-01-12
core: Include <algorithm> where used.
bunnei
1
-0
/
+2
2018-01-11
NV: Move the nv device nodes to their own directory and namespace.
Subv
1
-1
/
+2
2018-01-11
VI: Use a Pulse event instead of OneShot for the vblank events.
Subv
1
-1
/
+1
2018-01-11
vi: Use new CoreTiming::EventType
bunnei
1
-1
/
+5
2018-01-11
NV: Expose the nvdisp_disp0 device and a weak reference to the nvdrv:a service.
Subv
2
-2
/
+16
2018-01-11
NV: Determine what buffer to draw for each layer of each display.
Subv
2
-13
/
+58
2018-01-11
NV: Signal all display's vsync event 60 times per second.
Subv
2
-1
/
+32
2018-01-11
NV: Give each display its own vsync event.
Subv
2
-12
/
+29
2018-01-11
NV: Keep track of Displays, Layers and BufferQueues in nvflinger.
Subv
4
-41
/
+261
2018-01-11
NV: Implemented (with stubs) the vi:m service and some of its subservices.
Subv
4
-0
/
+714