- 11 Nov, 2018 6 commits
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Rodolfo Bogado authored
Try to fix problems with stencil test in some games, relax translation to opengl enums to avoid crashing and only generate logs of the errors.
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Rodolfo Bogado authored
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bunnei authored
gl_shader_decompiler: Guard out of bound geometry shader input reads
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bunnei authored
rasterizer_cache: Remove reliance on the System singleton
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bunnei authored
Implement 3 coordinate array in TEXS instruction
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bunnei authored
gl_rasterizer: Skip VAO binding if the state is clean.
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- 10 Nov, 2018 3 commits
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James Rowe authored
Ability to switch between docked and undocked mode in-game
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James Rowe authored
rasterizer_cache: Add missing virtual destructor to RasterizerCacheObject
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ReinUsesLisp authored
Geometry shaders follow a pattern that results in out of bound reads. This pattern is: - VSETP to predicate - Use that predicate to conditionally set a register a big number - Use the register to access geometry shaders At the time of writing this commit I don't know what's the intent of this number. Some drivers argue about these out of bound reads. To avoid this issue, input reads are guarded limiting reads to the highest posible vertex input of the current topology (e.g. points to 1 and triangles to 3).
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- 08 Nov, 2018 8 commits
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Lioncash authored
Rather than have a transparent dependency, we can make it explicit in the interface. This also gets rid of the need to put the core include in a header.
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Lioncash authored
Ensures that destruction will always do the right thing in any context.
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Lioncash authored
Fixes the buildbot.
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bunnei authored
Updated npad styles on holdtype switches
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David authored
* svcBreak now dumps information from the debug buffer passed info1 and info2 seem to somtimes hold an address to a buffer, this is usually 4 bytes or the size of the int and contains an error code. There's other circumstances where it can be something different so we hexdump these to examine them at a later date. * Addressed comments
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bunnei authored
Implement acc:TrySelectUserWithoutInteraction
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FernandoS27 authored
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David Marcec authored
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- 07 Nov, 2018 10 commits
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FernandoS27 authored
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David Marcec authored
Fixes input for megaman
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David Marcec authored
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bunnei authored
memory_manager: Do not MapBufferEx over already in use memory.
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bunnei authored
Implement multi-target viewports and blending
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bunnei authored
gl_rasterizer: Update microprofile scopes.
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David Marcec authored
Started implementation of the AM message queue mainly used in state getters. Added the ability to switch docked mode whilst in game without stopping emulation. Also removed some things which shouldn't be labelled as stubs as they're implemented correctly
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David Marcec authored
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David Marcec authored
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David Marcec authored
Needed for Shantae - Half-Genie Hero - Ultimate Edition!
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- 06 Nov, 2018 8 commits
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Markus Wick authored
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Markus Wick authored
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Markus Wick authored
They were missed, and Copy is very high in profile here. It doesn't block the GPU, but it stalls the driver thread. So with our bad GL instructions, this might block quite a while.
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Markus Wick authored
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Markus Wick authored
This serialize to the driver thread and so it may block for a while. So if it is in the benchmark, we get noticed if it happens too often.
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Markus Wick authored
This was created with the unfinished resampling PR in mind. As the resampling is now on the audio thread, we don't need to care about this here any more.
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bunnei authored
gl_resource_manager: Split implementations in .cpp file.
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Markus Wick authored
Those implementations are quite costly, so there is no need to inline them to the caller. Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
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- 05 Nov, 2018 5 commits
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bunnei authored
Implement Cube Arrays
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bunnei authored
Fixed HID crash when launching more than 1 game & signaled styleset change event
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bunnei authored
logging: Add DebuggerBackend for logging to Visual Studio
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bunnei authored
qt: Add help option to open yuzu folder
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Rodolfo Bogado authored
Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets.
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