- Sep 09, 2018
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tech4me authored
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- Sep 08, 2018
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MerryMage authored
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Pengfei Zhu authored
Previously the version number got hidden after starting a game.
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bunnei authored
This hopefully helps our cache not to redundant upload the vertex buffer. # Conflicts: # src/video_core/renderer_opengl/gl_rasterizer.cpp
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Patrick Elsässer authored
* video_core: Arithmetic overflow fix for gl_rasterizer - Fixed warnings, which were indicating incorrect behavior from integral promotion rules and types larger than those in which arithmetic is typically performed. - Added const for variables where possible and meaningful. * Changed the casts from C to C++ style Changed the C-style casts to C++ casts as proposed. Took also care about signed / unsigned behaviour.
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
- Will not work for non-2d textures, and was not used anyways.
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bunnei authored
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bunnei authored
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bunnei authored
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- Sep 07, 2018
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Lioncash authored
This has gotten sufficiently large enough to warrant moving it to its own source files. Especially given it dumps the file_sys headers around code that doesn't use it for the most part. This'll also make it easier to introduce a type alias for the compatibility list, so a large unordered_map type declaration doesn't need to be specified all the time (we don't want to propagate the game_list_p.h include via the main game_list.h header).
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CaptV0rt3x authored
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CaptV0rt3x authored
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Lioncash authored
Given we now have the kernel as a class, it doesn't make sense to keep the current process pointer within the System class, as processes are related to the kernel. This also gets rid of a subtle case where memory wouldn't be freed on core shutdown, as the current_process pointer would never be reset, causing the pointed to contents to continue to live.
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- Sep 06, 2018
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bunnei authored
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bunnei authored
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Lioncash authored
Ensures that the cache always has a deterministic initial state.
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Lioncash authored
GetHandle() internally calls GetHandle() on the stream_buffer instance, which is a const member function, so this can be made const as well.
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Lioncash authored
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Lioncash authored
Implicit conversions during construction isn't desirable here.
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Lioncash authored
Without this, the header file won't show up by default within IDEs such as Visual Studio.
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Lioncash authored
The only reason this include was necessary, was because the constructor wasn't defaulted in the cpp file and the compiler would inline it wherever it was used. However, given Controller is forward declared, all those inlined constructors would see an incomplete type, causing a compilation failure. So, we just place the constructor in the cpp file, where it can see the complete type definition, allowing us to remove this include.
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Lioncash authored
Orders the elements in the initializer list in the order they're specified in the class. This prevents compiler warnings about initialization order.
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Lioncash authored
romfs.h doesn't need to be included in the header, the only real dependency here is common's swap.h that needs to be included.
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Lioncash authored
These includes were previously being satisfied indirectly.
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fearlessTobi authored
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Markus Wick authored
IMO the old code is fine, but nvidia raises shader compiler warnings. Trivial fix through...
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FernandoS27 authored
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- Sep 05, 2018
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Markus Wick authored
This is called ~3k times per frame in SMO ingame. My laptop spends ~3ms per frame on allocating and freeing this string. Let's just stop printing this kind of redundant information.
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Lioncash authored
Orders the elements in the sequence to match the order in which they'll actually be initialized in.
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Markus Wick authored
This patch caches VAO objects instead of re-emiting all pointers per draw call. Configuring this pointers is known as a fast task, but it yields too many GL calls. So for better performance, just bind the VAO instead of 16 pointers.
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Lioncash authored
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Markus Wick authored
The idea of this cache is to avoid redundant uploads. So we are going to cache the uploaded buffers within the stream_buffer and just reuse the old pointers. The next step is to implement a VBO cache on GPU memory, but for now, I want to check the overhead of the cache management. Fetching the buffer over PCI-E should be quite fast.
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- Sep 04, 2018
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Zach Hilman authored
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Zach Hilman authored
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