- Mar 10, 2015
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Subv authored
This fixes the horizontal lines in Picross E, Cubic Ninja, Cave Story 3D and possibly others
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- Mar 03, 2015
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bunnei authored
- Centralizes color format encode/decode functions. - Fixes endianness issues. - Implements remaining framebuffer formats in the debugger.
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- Feb 27, 2015
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Subv authored
Bit 3 is used to specify a raw copy, where no processing is done to the data, seems to behave exactly as a DMA. Bit 1 is used to specify whether to convert from a tiled format to a linear format or viceversa.
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- Feb 22, 2015
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Subv authored
Verified with hwtests
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Tony Wasserka authored
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- Feb 21, 2015
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Subv authored
in Display Transfers, tested with hwtests.
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- Feb 18, 2015
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Tony Wasserka authored
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- Feb 03, 2015
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Lioncash authored
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- Jan 14, 2015
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Yuri Kunde Schlesner authored
Display transfers with the horizontal downscaling flag were calculating the wrong output size, causing them to write double the amount of data intended. It is likely that this was perceived as correct due to a separate bug in calculating source indices which caused the image to be padded unless the previous bug was present. This fixes both issues, correcting flickering issues in 3dscraft, blargSnes and more (caused by the transfer overwriting the back buffer which followed) as well as potentially fixing other crashes.
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
It appears this is a mistake, since the sub-screen has no right framebuffer.
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Yuri Kunde Schlesner authored
PDC0 and PDC1 are both VBlank interrupts. PDC0 was being treated as a HBlank interrupt and fired many more times than it should. They now both fire together at 60 Hz. This puzzlingly *improves* apparent framerate on many applications. A few other interrupts were being fired inside the GSP command processing instead of on the actual GPU register writes, so they were moved there, which should cover direct writes tho those registers not going through the GX command queue.
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- Jan 09, 2015
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Yuri Kunde Schlesner authored
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- Jan 05, 2015
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bunnei authored
- Hack to work around games checking that the DSP event has been signaled by a real DSP interrupt.
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- Dec 31, 2014
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Tony Wasserka authored
It's not really known how this actually works. Some testing has shown that this probably performs no filtering, and common usage in games suggests it's not actually resizing the image at all. However, this patch does seem to fix some homebrew showing quasi-duplicated images while still keeping other applications in a working state.
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- Dec 29, 2014
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bunnei authored
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- Dec 26, 2014
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bunnei authored
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- Dec 21, 2014
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purpasmart96 authored
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- Dec 13, 2014
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Yuri Kunde Schlesner authored
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- Dec 10, 2014
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bunnei authored
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- Nov 27, 2014
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vaguilar authored
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- Oct 30, 2014
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Sean authored
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- Oct 29, 2014
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Gareth Poole authored
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- Oct 28, 2014
- Oct 12, 2014
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Yuri Kunde Schlesner authored
This name better represents what the enum does, and is less overloaded in the context. (The whole register the enum is part of is also called 'format'.)
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- Oct 08, 2014
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Lioncash authored
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- Sep 14, 2014
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Lioncash authored
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- Sep 09, 2014
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archshift authored
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- Aug 31, 2014
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bunnei authored
GPU: Improve frame synchronization, increases compatibility with both homebrew and retail applications.
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- Aug 26, 2014
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bunnei authored
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- Aug 12, 2014
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Tony Wasserka authored
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Tony Wasserka authored
This cleans up the mess that address reading/writing had become and makes the code a *lot* more sensible. This adds a physical<->virtual address converter to mem_map.h. For further accuracy, we will want to properly extend this to support a wider range of address regions. For now, this makes simply homebrew applications work in a good manner though.
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Tony Wasserka authored
While it was some nice and fancy template usage, it ultimately had many practical issues regarding length of involved expressions under regular usage as well as common code completion tools not being able to handle the structures. Instead, we now use a more conventional approach which is a lot more clean to use.
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- Aug 06, 2014
- Jul 22, 2014
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Tony Wasserka authored
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Tony Wasserka authored
Also makes the illogical component order more obvious.
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