- Dec 31, 2014
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bunnei authored
Fix MinGW build (2)
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- Dec 30, 2014
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bunnei authored
vfp: Get rid of a few warnings
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Lioncash authored
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bunnei authored
vfp: Implement VMOVBRRSS
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Lioncash authored
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bunnei authored
dyncom: Implement USAT16/SSAT16
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Lioncash authored
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darkf authored
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bunnei authored
MemMap: Add support for DSP Read & Writes in the memory map
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bunnei authored
Archives: Implemented ExtSaveData and SharedExtSaveData
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Subv authored
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darkf authored
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purpasmart96 authored
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Subv authored
They will be stored in /extsavedata/SDMC and /extsavedata/NAND respectively. Also redirect some APT_A functions to their APT_U equivalents. Implemented the gamecoin.dat file in SharedExtSaveData in the PTM module. Implemented formatting the savegame. Retake a previous savegame if it exists instead of reporting them as not formatted every time a game is loaded.
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bunnei authored
dyncom: Implement USAT/SSAT
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bunnei authored
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bunnei authored
MemMap: Removed I/O address's and added more stuff
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bunnei authored
dyncom: Various cleanups to match coding style, no functional changes.
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bunnei authored
Allow focus on the Qt render widget
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bunnei authored
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- Dec 29, 2014
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Tony Wasserka authored
Rasterizer Optimizations
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bunnei authored
dyncom/armemu: Implement QADD8/QSUB8.
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bunnei authored
dyncom: Fix SMLALXY's instruction labels
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Lioncash authored
They were erroneously labeled as SMLAL.
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Tony Wasserka authored
FileSys cleanup
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Lioncash authored
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Lioncash authored
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bunnei authored
dyncom: Implement UXTB16/UXTAB16
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Yuri Kunde Schlesner authored
Execute the division-by-W for perspective-correct interpolation of values in the clipper, moving them out of the rasterization inner loop.
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Yuri Kunde Schlesner authored
Replace the loop-based texture address swizzling code by a bit-twiddling implementation, providing a very small speed up. Also simplify addressing code.
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Yuri Kunde Schlesner authored
Move the computation of some values out of loops so that they're not constantly recalculated even when they don't change.
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Yuri Kunde Schlesner authored
Use a new buffer management scheme in the clipper that allows using a bounded minimal amount of buffer space. Even though it copies more data it is still slightly faster likely due to using less cache.
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
The triangle clipper was allocating its temporary input, output and work buffers using a std::vector. Since this is a hot path, it's desirable to use stack allocation instead.
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Yuri Kunde Schlesner authored
Unused OutputVertex attributes were being left un-initialized. The leftover garbage sometimes decoded as floating-point denormalized values, causing fallbacks to microcode and massive slowdowns in the rest of the rasterization pipeline even though the results were unused. By zeroing the structure we ensure these attributes only contain harmless zeros.
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Lioncash authored
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bunnei authored
Frameskip
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bunnei authored
armemu: Simplify some instructions.
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bunnei authored
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bunnei authored
Qt: Citra crashes if disassembler pause button is pressed while no game is running. #172
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