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ReinUsesLisp 41a4090320 gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness
Switch games are allowed to bind less data than what they use in a
vertex buffer, the expected behavior here is that these values are read
as zero. At the moment of writing this only D3D12, OpenGL and NVN through
NV_vertex_buffer_unified_memory support vertex buffer with a size limit.

In theory this could be emulated on Vulkan creating a new VkBuffer for
each (handle, offset, length) tuple and binding the expected data to it.
This is likely going to be slow and memory expensive when used on the
vertex buffer and we have to do it on all draws because we can't know
without analyzing indices when a game is going to read vertex data out
of bounds.

This is not a problem on OpenGL's BufferAddressRangeNV because it takes
a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes
buffers and offsets (the length is implicit in VkBuffer). It isn't a
problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on
IASetVertexBuffers takes SizeInBytes as a parameter (although I am not
familiar with robustness on D3D12).

Currently this only implements buffer ranges for vertex buffers,
although indices can also be affected. A KHR_robustness profile is not
created, but Nvidia's driver reads out of bound vertex data as zero
anyway, this might have to be changed in the future.

- Fixes SMO random triangles when capturing an enemy, getting hit, or
looking at the environment on certain maps.
2020-06-24 02:36:14 -03:00
.ci CI: Don't check clang format on early access builds 2020-05-08 18:49:33 -06:00
.github .github: Create FUNDING.yml 2019-06-08 17:00:32 +02:00
.travis Revert "CMake: Get Git submodule dependencies via CMake (#2474)" 2019-06-29 22:19:47 +02:00
CMakeModules gl_arb_decompiler: Implement an assembly shader decompiler 2020-06-11 22:12:07 -03:00
dist Update manifest file to include new elements that are introduced with Windows 10 later versions 2020-06-21 03:17:55 +02:00
externals externals: Revert to libressl, as build is broken with find_package(OpenSSL). (#4093) 2020-06-16 21:46:19 -04:00
hooks pre-commit: Change comment from citra to yuzu 2018-03-26 21:34:19 +02:00
src gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness 2020-06-24 02:36:14 -03:00
.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 externals: Revert to libressl, as build is broken with find_package(OpenSSL). (#4093) 2020-06-16 21:46:19 -04:00
.travis.yml travis: Update to using Xcode 10.2 2019-05-07 06:40:30 -04:00
CMakeLists.txt externals: Revert to libressl, as build is broken with find_package(OpenSSL). (#4093) 2020-06-16 21:46:19 -04:00
CONTRIBUTING.md Update CONTRIBUTING.md 2019-11-12 21:42:43 -05:00
Doxyfile Minor cleanup 2018-01-13 23:56:18 +00:00
README.md Update README.md 2020-03-24 22:30:37 +00:00
license.txt Replace non-commercial icons with free icons from icons8 (#5093) 2020-03-27 22:31:54 +01:00

README.md

yuzu emulator

Travis CI Build Status Azure Mainline CI Build Status Discord

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 and Linux. The emulator is capable of running several commercial games.

yuzu only emulates a subset of Switch hardware and therefore most commercial games do not run at full speed or are not fully functional.

Do you want to check which games are compatible and which ones are not? Please visit our Compatibility page!

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 also 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.