- Jun 24, 2020
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Morph authored
- Used by Captain Toad: Treasure Tracker Update 1.3.0 While we're at it, fix the input parameters for SetIsPalmaAllConnectable and SetPalmaBoostMode
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- Jun 21, 2020
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FearlessTobi authored
Occurs when doing a local compile in MSVC build. The compiler I'm using is as below: Microsoft Visual Studio Community 2019 Preview Version 16.6.0 Preview 5.0 Fixes this error: CVTRES : fatal error CVT1100: duplicate resource. type:MANIFEST, name:1, language:0x0409 LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt I have put 0 since previous name was 1. If have other names in mind, please let me know. Co-Authored-By:
dragios <dragios@users.noreply.github.com>
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- Jun 20, 2020
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MerryMage authored
shl/shr only accept cl as their second argument
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Lioncash authored
Variables that are marked as const cannot have the move constructor invoked when returning from a function (the move constructor requires a non-const variable so it can "steal" the resources from it.
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Lioncash authored
Check() can throw an exception if the Vulkan result isn't successful. We remove the check so that std::terminate isn't outright called and allows for better debugging (should it ever actually fail).
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Lioncash authored
Previously dst wasn't being used.
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Lioncash authored
Previously dst wasn't being used.
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Lioncash authored
Removes a completely unused label and marks another variable as unused, given it seems like it has potential uses in the future.
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Lioncash authored
Renames some variables to prevent ones in inner scopes from shadowing outer-scoped variables. The Copy* functions have no shadowing, but we rename them anyways to remain consistent with the other functions.
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David Marcec authored
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Lioncash authored
We can reduce the capture scope so that it's not possible for both "reg" variables to clash with one another. While we're at it, we can prevent unnecessary copies while we're at it.
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Lioncash authored
We can just make use of the instance in the scope above this one.
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- Jun 19, 2020
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MerryMage authored
Named return value optimization automatically applies here.
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MerryMage authored
Named return value optimization automatically applies here.
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MerryMage authored
Named return value optimization automatically applies here.
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David Marcec authored
Fixes compilation when trying to build without boxcat enabled
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MerryMage authored
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- Jun 18, 2020
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ReinUsesLisp authored
Instead of copying to a temporary payload before sending the update task to the worker thread, insert elements to the payload directly.
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ReinUsesLisp authored
On MSVC builds we treat conversion warnings as errors.
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MerryMage authored
OpenGL macOS headers definitions clash heavily with each other
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MerryMage authored
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MerryMage authored
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MerryMage authored
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MerryMage authored
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MerryMage authored
* boost::hash_value returns a size_t * boost::hash_combine takes a size_t& argument
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MerryMage authored
macOS header files #define PAGE_SHIFT
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Morph authored
Emulate GL_LINEAR/NEAREST minification filters using minLod = 0 and maxLod = 0.25 during sampler creation
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Morph authored
maxwell_to_vk: Reorder filtering modes to start with None, then Nearest, then Linear. maxwell_to_vk: Logs filter modes under UNREACHABLE_MSG instead of UNIMPLEMENTED_MSG, since any unknown filter modes are invalid and not unimplemented. maxwell_to_vk: Return VK_SAMPLER_MIPMAP_MODE_NEAREST instead of VK_SAMPLER_MIPMAP_MODE_LINEAR when mipmap_filter is None with the description from the VkSamplerCreateInfo(3) man page.
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Morph authored
maxwell_to_gl: Log unimplemented features under UNIMPLEMENTED_MSG instead of LOG_ERROR to bring into parity with maxwell_to_vk maxwell_to_gl: Deduplicate logging in VertexType(), merging them into one. maxwell_to_gl: Return GL_NEAREST instead of GL_LINEAR if an unknown texture filter mode is encountered. maxwell_to_gl: Log the mipmap filter mode if an unknown value is passed in. maxwell_to_gl: Reorder filtering modes to start with None, then Nearest, then Linear.
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- Jun 17, 2020
- Jun 16, 2020
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Morph authored
Due to the limitation of GL_MAX_IMAGE_UNITS being low (8) on Intel's and Nvidia's proprietary drivers, we have to reserve an appropriate amount of image bindings for each of the stages. So far games have been observed to use 4 image bindings on the fragment stage (Kirby Star Allies) and 1 on the vertex stage (TWD series). No games thus far in my limited testing used more than 4 images concurrently and across all currently active programs. This fixes shader compilation errors on Kirby Star Allies on OpenGL (GLSL/GLASM)
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- Jun 15, 2020
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MerryMage authored
Not required, as PARAMETERS can just be incremented directly.
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MerryMage authored
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MerryMage authored
All registers are now callee-save registers. RBX and RBP selected for STATE and RESULT because these are most commonly accessed; this is to avoid the REX prefix. RBP not used for STATE because there are some SIB restrictions, RBX emits smaller code.
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MerryMage authored
Unnecessary since this is just an offset from STATE.
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