- Aug 20, 2018
-
-
Lioncash authored
This is no longer used, so it can be removed.
-
Lioncash authored
Makes it a little bit more self-documenting.
-
Lioncash authored
Given the source and destination types are the same std::array type, we can simply use regular assignment to perform the same behavior.
-
Lioncash authored
Avoids the need to repeatedly specify the whole array type in multiple places.
-
Lioncash authored
ProfileInfo is quite a large struct in terms of data, and we don't need to perform a copy in these instances, so we can just pass constant references instead.
-
Lioncash authored
This doesn't modify the passed in array, so this can be a const reference.
-
Lioncash authored
This can just be constexpr like the others
-
Lioncash authored
We can use the constructor initializer list and just compare the contained u128's together instead of comparing each element individually. Ditto for comparing against an invalid UUID.
-
Lioncash authored
This avoids needing to dump the contents of <random> into other files that include the profile manager header.
-
Lioncash authored
Moving a const reference isn't possible, so this just results in a copy (and given ProfileInfo is composed of trivial types and aggregates, a move wouldn't really do anything).
-
bunnei authored
GLRasterizer: Implemented instanced vertex arrays.
-
bunnei authored
Shaders/TEXS: Write to the correct output register when swizzling.
-
bunnei authored
Shaders: Use the correct shader type when sampling textures.
-
bunnei authored
Added CheckFreeCommunicationPermission
-
bunnei authored
New account backend to allow for future extended support
-
bunnei authored
Implemented RGBA8_UINT
-
bunnei authored
game_list: Avoid uninitialized variables when retrieving program ID
-
David Marcec authored
Needed by kirby
-
Lioncash authored
Avoids potentially leaving this variable uninitialized based off the loader failing to retrieve the ID value.
-
David Marcec authored
This fixes save files not loading in splatoon 2
-
- Aug 19, 2018
-
-
Subv authored
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
-
bunnei authored
Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
-
bunnei authored
Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
-
bunnei authored
Shaders/TEXS: Fixed the component mask in the TEXS instruction.
-
Subv authored
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
-
bunnei authored
Added WrapMode MirrorOnceClampToEdge
-
bunnei authored
Shaders: Implemented a stack for the SSY/SYNC instructions.
-
Subv authored
It is unknown how TLD4S determines the sampler type, more research is needed.
-
Subv authored
Different sampler types have their parameters in different registers.
-
Subv authored
-
Subv authored
-
bunnei authored
Shaders: Added decodings for the LDG and STG instructions.
-
bunnei authored
Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
-
bunnei authored
Shader: Implemented the predicate and mode arguments of LOP.
-
Subv authored
-
Subv authored
-
David Marcec authored
-
- Aug 18, 2018
-
-
Subv authored
-
Subv authored
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
-
Subv authored
The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)). This is used by Super Mario Odyssey.
-