- Nov 14, 2018
-
-
Lioncash authored
Based off RE, they both currently go through the same codepath with no difference in behavior.
-
- Nov 13, 2018
-
-
Zach Hilman authored
-
Lioncash authored
Keeps the base class source files implementation-agnostic.
-
Lioncash authored
These appear to be a basic getter and setter pair, so these are fairly trivial to implement and get out of the way.
-
Lioncash authored
-
Lioncash authored
Now that we've moved all of the heap-related stuff to the VMManager class, we can unstub this function, as the necessary members are visible now.
-
Lioncash authored
kernel/process: Migrate heap-related memory management out of the process class and into the vm manager Avoids a breach of responsibilities in the interface and keeps the direct code for memory management within the VMManager class.
-
Frederic L authored
Minor code cleanup from unaddressed feedback in #1654
-
Zach Hilman authored
-
greggameplayer authored
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction
-
- Nov 12, 2018
-
-
Tobias authored
-
Zach Hilman authored
-
Zach Hilman authored
-
- Nov 11, 2018
-
-
Rodolfo Bogado authored
-
Rodolfo Bogado authored
Improve state management by splitting some of the states id separated function to avoid a full apply overhead
-
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.
-
Rodolfo Bogado authored
-
- Nov 10, 2018
-
-
David Marcec authored
-
David Marcec authored
Added instead of using a seperate PR to prevent conflicts
-
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).
-
David Marcec authored
-
- Nov 09, 2018
-
-
David Marcec authored
Needed by megaman 11
-
- Nov 08, 2018
-
-
Frederic Laing authored
-
Frederic Laing authored
-
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.
-
Lioncash authored
Ensures that destruction will always do the right thing in any context.
-
Lioncash authored
Fixes the buildbot.
-
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
-
FernandoS27 authored
-
David Marcec authored
-
- Nov 07, 2018
-
-
FernandoS27 authored
-
David Marcec authored
Fixes input for megaman
-
David Marcec authored
-
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
-
David Marcec authored
-
David Marcec authored
-
David Marcec authored
Needed for Shantae - Half-Genie Hero - Ultimate Edition!
-
- Nov 06, 2018
-
-
Markus Wick authored
-
Markus Wick authored
-
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.
-