Nintendo higher-ups, please die a forever painful death involving cars covered in hammers that explode more than a few times and hammers go flying everywhere
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David Marcec 19dc36ce06 Implement Time::GetSharedMemoryNativeHandle
This PR attempts to implement the shared memory provided by GetSharedMemoryNativeHandle. There is still more work to be done however that requires a rehaul of the current time module to handle clock contexts. This PR is mainly to get the basic functionality of the SharedMemory working and allow the use of addition to it whilst things get improved on.

Things to note:
Memory Barriers are used in the SharedMemory and a better solution would need to be done to implement this. Currently in this PR I’m faking the memory barriers as everything is sync and single threaded. They work by incrementing the counter and just populate the two data slots. On data reading, it will read the last added data.

Specific values in the shared memory would need to be updated periodically. This isn't included in this PR since we don't actively do this yet. In a later PR when time is refactored this should be done.

Finally, as we don't handle clock contexts. When time is refactored, we will need to update the shared memory for specific contexts. This PR does this already however since the contexts are all identical and not separated. We're just updating the same values for each context which in this case is empty.

Tiime:SetStandardUserSystemClockAutomaticCorrectionEnabled, Time:IsStandardUserSystemClockAutomaticCorrectionEnabled are also partially implemented in this PR. The reason the implementation is partial is because once again, a lack of clock contexts. This will be improved on in a future PR.

This PR closes issue #2556
2019-06-26 00:45:53 +10:00
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.github .github: Create FUNDING.yml 2019-06-08 17:00:32 +02:00
.travis CMake: Get Git submodule dependencies via CMake (#2474) 2019-06-19 22:26:12 -04:00
CMakeModules cmake: Add missing shader hash file entries 2019-06-06 20:11:48 -03:00
dist Show game compatibility within yuzu 2018-08-29 15:42:53 +02:00
externals vk_shader_decompiler: Misc fixes 2019-05-26 01:48:04 -03:00
hooks pre-commit: Change comment from citra to yuzu 2018-03-26 21:34:19 +02:00
src Implement Time::GetSharedMemoryNativeHandle 2019-06-26 00:45:53 +10:00
.gitattributes Meta: Add gitattributes file 2018-09-22 23:31:44 +02:00
.gitignore Port #3702 from Citra 2018-07-26 15:35:24 +02:00
.gitmodules video_core: Add sirit as optional dependency with Vulkan 2019-04-10 14:20:25 -03:00
.travis.yml travis: Update to using Xcode 10.2 2019-05-07 06:40:30 -04:00
appveyor.yml build: Copy QtWebEngineProcess[d].exe to release dir on windows 2019-01-04 10:34:29 -05:00
CMakeLists.txt CMake: Get Git submodule dependencies via CMake (#2474) 2019-06-19 22:26:12 -04:00
CONTRIBUTING.md CONTRIBUTING.md: migrate to the wiki 2018-11-17 17:48:40 +01:00
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README.md Remove outdated info about compability 2019-05-30 05:38:27 +02:00

yuzu emulator

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yuzu is an experimental open-source emulator for the Nintendo Switch from the creators of Citra.

It is written in C++ with portability in mind, with builds actively maintained for Windows, Linux and macOS. The emulator is currently only useful for homebrew development and research purposes.

yuzu only emulates a subset of Switch hardware and therefore is generally only useful for running/debugging homebrew applications. yuzu can boot some games, to varying degrees of success.

yuzu is licensed under the GPLv2 (or any later version). Refer to the license.txt file included.

Check out our website!

For development discussion, please join us on Discord.

Development

Most of the development happens on GitHub. It's also where our central repository is hosted.

If you want to contribute please take a look at the Contributor's Guide and Developer Information. You should as well contact any of the developers on Discord in order to know about the current state of the emulator.

Building

Support

We happily accept monetary donations or donated games and hardware. Please see our donations page for more information on how you can contribute to yuzu. Any donations received will go towards things like:

  • Switch consoles to explore and reverse-engineer the hardware
  • Switch games for testing, reverse-engineering, and implementing new features
  • Web hosting and infrastructure setup
  • Software licenses (e.g. Visual Studio, IDA Pro, etc.)
  • Additional hardware (e.g. GPUs as-needed to improve rendering support, other peripherals to add support for, etc.)

We also more than gladly accept used Switch consoles, preferably ones with firmware 3.0.0 or lower! If you would like to give yours away, don't hesitate to join our Discord and talk to bunnei. You may also contact: donations@yuzu-emu.org.