- Dec 31, 2014
- Dec 30, 2014
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bunnei authored
vfp: Get rid of a few warnings
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Lioncash authored
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bunnei authored
vfp: Implement VMOVBRRSS
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Lioncash authored
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bunnei authored
dyncom: Implement USAT16/SSAT16
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Lioncash authored
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darkf authored
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bunnei authored
MemMap: Add support for DSP Read & Writes in the memory map
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bunnei authored
Archives: Implemented ExtSaveData and SharedExtSaveData
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Subv authored
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darkf authored
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purpasmart96 authored
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Subv authored
They will be stored in /extsavedata/SDMC and /extsavedata/NAND respectively. Also redirect some APT_A functions to their APT_U equivalents. Implemented the gamecoin.dat file in SharedExtSaveData in the PTM module. Implemented formatting the savegame. Retake a previous savegame if it exists instead of reporting them as not formatted every time a game is loaded.
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bunnei authored
dyncom: Implement USAT/SSAT
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bunnei authored
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bunnei authored
MemMap: Removed I/O address's and added more stuff
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bunnei authored
dyncom: Various cleanups to match coding style, no functional changes.
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bunnei authored
Allow focus on the Qt render widget
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bunnei authored
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- Dec 29, 2014
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Tony Wasserka authored
Rasterizer Optimizations
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bunnei authored
dyncom/armemu: Implement QADD8/QSUB8.
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bunnei authored
dyncom: Fix SMLALXY's instruction labels
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Lioncash authored
They were erroneously labeled as SMLAL.
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Tony Wasserka authored
FileSys cleanup
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Lioncash authored
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Lioncash authored
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bunnei authored
dyncom: Implement UXTB16/UXTAB16
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Yuri Kunde Schlesner authored
Execute the division-by-W for perspective-correct interpolation of values in the clipper, moving them out of the rasterization inner loop.
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Yuri Kunde Schlesner authored
Replace the loop-based texture address swizzling code by a bit-twiddling implementation, providing a very small speed up. Also simplify addressing code.
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Yuri Kunde Schlesner authored
Move the computation of some values out of loops so that they're not constantly recalculated even when they don't change.
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Yuri Kunde Schlesner authored
Use a new buffer management scheme in the clipper that allows using a bounded minimal amount of buffer space. Even though it copies more data it is still slightly faster likely due to using less cache.
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
The triangle clipper was allocating its temporary input, output and work buffers using a std::vector. Since this is a hot path, it's desirable to use stack allocation instead.
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