- Feb 16, 2019
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bunnei authored
renderer_opengl: respect the sRGB colorspace for the screenshot feature
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bunnei authored
Port citra-emu/citra#4197: "threadsafe_queue: Add PopWait and use it where possible "
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James Rowe authored
core_timing: De-globalize core_timing facilities
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Lioncash authored
Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces.
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- Feb 15, 2019
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B3n30 authored
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B3n30 authored
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fearlessTobi authored
Previously, we were completely ignoring for screenshots whether the game uses RGB or sRGB. This resulted in screenshot colors that looked off for some titles.
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bunnei authored
gl_rasterizer_cache: Get rid of variable shadowing
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bunnei authored
gl_shader_decompiler: Re-implement TLDS lod
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- Feb 14, 2019
- Feb 13, 2019
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Lioncash authored
Makes it consistent with the regular standard containers in terms of size representation. This also gets rid of dependence on our own type aliases, removing the need for an include.
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Lioncash authored
The necessity of this parameter is dubious at best, and in 2019 probably offers completely negligible savings as opposed to just leaving this enabled. This removes it and simplifies the overall interface.
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Lioncash authored
Given this is only used in one place, it can be moved closest to its usage site.
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bunnei authored
Implement BGRA8 framebuffer format
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bunnei authored
renderer_opengl: Remove reference to global system instance
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ReinUsesLisp authored
VKDevice contains all the data required to manage and initialize a physical device. Its intention is to be passed across Vulkan objects to query device-specific data (for example the logical device and the dispatch loader).
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Lioncash authored
We already store a reference to the system instance that the renderer is created with, so we don't need to refer to the system instance via Core::System::GetInstance()
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bunnei authored
core_timing: Rename CoreTiming namespace to Core::Timing
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bunnei authored
kepler_compute: Fixup assert and rename the engine
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- Feb 12, 2019
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Lioncash authored
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Lioncash authored
Avoids shadowing the members of the struct itself, which results in a -Wshadow warning.
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ReinUsesLisp authored
This file is intended to be included instead of vulkan/vulkan.hpp. It includes declarations of unique handlers using a dynamic dispatcher instead of a static one (which would require linking to a Vulkan library).
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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Lioncash authored
Places all of the timing-related functionality under the existing Core namespace to keep things consistent, rather than having the timing utilities sitting in its own completely separate namespace.
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bunnei authored
Fix incorrect value for CC bit in IADD
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bunnei authored
Corrected F2I None mode to RoundEven.
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bunnei authored
shader_ir: Clean texture management code
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- Feb 11, 2019
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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- Feb 10, 2019
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ReinUsesLisp authored
When I originally added the compute assert I used the wrong documentation. This addresses that. The dispatch register was tested with homebrew against hardware and is triggered by some games (e.g. Super Mario Odyssey). What exactly is missing to get a valid program bound by this engine requires more investigation.
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- Feb 09, 2019
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greggameplayer authored
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bunnei authored
gl_rasterizer: Implement a more accurate fermi 2D copy.
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bunnei authored
nvdisp_disp0: change drawing message log level from Warning to Trace
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- Feb 08, 2019
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Fernando Sahmkow authored
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bunnei authored
gl_rasterizer_cache: Fixup texture view parameters
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