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Apply suggestions from code review
Co-authored-by: liamwhite <liamwhite@users.noreply.github.com>
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@ -18,7 +18,7 @@ New Mario game! And it’s an excellent one at that.
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"./wonder1.png| Such a pretty game (Super Mario Bros. Wonder)"
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>}}
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The game didn’t boot at release due to incorrect free memory reporting in the kernel.
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The game didn’t boot at release due to incorrect used memory reporting in the kernel.
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Thankfully, [byte[]](https://github.com/liamwhite) quickly found the culprit. It was a {{< gh-hovercard "11825" "single line change!" >}}
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{{< imgs
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@ -119,7 +119,7 @@ Maide gets to play detective yet again, dear Watson.
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"./ctrfix.png"
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>}}
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Maide also fixed a silent issue hidden in the shadows.
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Maide also fixed a hidden issue with the resolution scaler.
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Images were being {{< gh-hovercard "11744" "marked as rescaled" >}}, even if the resolution scaler was not in use (running at 1x).
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This led to a slight additional overhead, and rarely, some assertion failures.
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While no game bug was known to be caused by this, it’s good to have preemptive fixes for once instead of just reactionary ones.
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@ -157,7 +157,7 @@ And for those asking, yes, Vulkan allows the use of a separate thread for render
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Maide found a problem occurring with compute shaders when they were triggering invalidations in the buffer cache.
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yuzu has a lot of code to track the sizes of buffers used by the games.
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Consider a game using two buffers: the first, with an address range from 1 to 3, and another with a range of 3 to 5. There don't overlap, so there is no issue.
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Consider a game using two buffers: the first, with an address range from 1 to 2, and another with a range of 3 to 5. They don't overlap, so there is no issue.
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Then, after the game runs for a while, a buffer requiring a range of 1 to 5 is used.
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The previous two buffers would be considered to overlap it, and will be deleted.
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Then, the old buffer data from the two overlaps gets moved to the new third buffer.
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@ -279,7 +279,7 @@ Thank you!
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Continuing his work on applets support, german77 implemented the `SaveScreenShotEx0` {{< gh-hovercard "11812" "service method and its variants," >}} allowing users to take captures from within the games themselves instead of globally with the screenshot hotkey.
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This works for games like `Super Smash Bros. Ultimate`―however, note that screenshot editing is not available yet.
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Homework for tomorrow!
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Homework for later!
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{{< imgs
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"./smash.png| Save your best moments (Super Smash Bros. Ultimate)"
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@ -310,12 +310,12 @@ By {{< gh-hovercard "11846" "changing the behaviour" >}} of how the game list is
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## Kernel, CPU, and file system changes
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byte[] has been having a lot of “fun” lately fixing and implementing kernel changes.
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First off, he {{< gh-hovercard "11686" "fully implemented transfer memory," >}} fixed {{< gh-hovercard "11766" "incorrect page group tracking," >}} added the full {{< gh-hovercard "11914" "implementation of KPageTableBase," >}} and even {{< gh-hovercard "11843" "added" >}} nearly the entire KProcess implementation itself!
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First off, he {{< gh-hovercard "11686" "fully implemented transfer memory," >}} fixed {{< gh-hovercard "11766" "incorrect page group tracking," >}} {{< gh-hovercard "11914" "updated the implementation" >}} of KPageTableBase, and has now {{< gh-hovercard "11843" "nearly completed" >}} the entire KProcess implementation!
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As preliminary work for NCE support coming in the near future, byte[] implemented {{< gh-hovercard "11718" "native clock support" >}} for arm64 devices running on Linux or Android.
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There is no support for ARM Windows devices for now, as none have bothered to include a Vulkan driver yet.
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The kernel was updated to {{< gh-hovercard "11748" "firmware version 17.0.0," >}} ensuring support for future games.
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The kernel was updated to reflect changes made in {{< gh-hovercard "11748" "firmware version 17.0.0," >}} ensuring support for future games.
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v1993 {{< gh-hovercard "11772" "solved some warnings" >}} that were spamming our build logs–namely, using `std::forward` where appropriate, and qualifying `std::move` calls.
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This should solve build issues for those experimenting with Darwin build targets.
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