- Aug 21, 2018
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bunnei authored
audio_core/filter: Add explicit cast to assignment in Process()
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bunnei authored
shader_bytecode: Parenthesize conditional expression within GetTextureType()
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Lioncash authored
Resolves a -Wlogical-op-parentheses warning.
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Lioncash authored
Previously this would cause warnings about implicit conversions to s16 from a double
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bunnei authored
sdmc_factory: Remove unnecessary core include
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bunnei authored
bit_field: Convert ToBool() into explicit operator bool
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bunnei authored
Port #4056 from Citra: "Add Clear Recent Files menu action"
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Mat M authored
perf_stats: Change MAX_LAG_TIME_US to an appropriate value
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MerryMage authored
25us is far too small, and would result in std::this_thread::sleep_for being called with this as a maximum value. This means that a guest application that produces frames instantly would only be limited to 40 kHz. 25ms is a more appropriate value, as it allows for a 60 Hz refresh rate while providing enough slack in the negative region.
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Lioncash authored
This doesn't require the central core header to be included, it just needs the vfs headers.
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fearlessTobi authored
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Lioncash authored
Gets rid of a TODO that is long overdue.
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bunnei authored
rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
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bunnei authored
romfs_factory, service/filesystem: Use forward declarations where applicable
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bunnei authored
Shaders: Implement depth writing in fragment shaders.
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bunnei authored
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
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bunnei authored
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
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Lioncash authored
LOG_TRACE is only enabled on debug builds which can be quite slow when trying to debug graphics issues. Instead we can log the messages to the debug log, which is available on both release and debug builds.
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bunnei authored
gl_stream_buffer: Add missing header guard
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Lioncash authored
Avoids the need to rebuild multiple source files if the filesystem code headers change. This also gets rid of a few instances of indirect inclusions being relied upon
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Lioncash authored
Prevents potential compilation errors from occuring due to multiple inclusions
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Subv authored
We'll write <last color output reg + 2> to gl_FragDepth.
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bunnei authored
telemetry_session: Don't allocate std::string instances for program lifetime in GetTelemetryId() and RegenerateTelemetryId()
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bunnei authored
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
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bunnei authored
Shaders: Write all the enabled color outputs when a fragment shader exits.
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
Shaders: Fixed texture coordinates in TEX with Texture2D
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Subv authored
The X and Y coordinates should be in gpr8 and gpr8+1, respectively. This fixes the cutscene rendering in Sonic Mania.
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Subv authored
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bunnei authored
acc/profile_manager: General cleanup
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bunnei authored
externals: Update dynarmic to a42f301c.
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Lioncash authored
Avoids the need to rebuild whatever includes the romfs factory header if the loader header ever changes. We also don't need to include the main core header. We can instead include the headers we specifically need.
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bunnei authored
filesystem: Add support for loading of system archives
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James Rowe authored
Revert "Port #3616 from Citra: "appveyor: set jobs to 4 for mingw""
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Zach Hilman authored
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Lioncash authored
telemetry_session: Don't allocate std::string instances for program lifetime in GetTelemetryId() and RegenerateTelemetryId() Given these functions aren't intended to be used frequently, there's no need to keep the std::string instances allocated for the whole lifetime of the program. It's just a waste of memory.
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- Aug 20, 2018