- Sep 11, 2018
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Tobias authored
* Joystick hotplug support (#4141) * use SDL_PollEvent instead of SDL_JoystickUpdate Register hot plugged controller by GUID if they were configured in a previous session * Move SDL_PollEvent into its own thread * Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call * Fix that joystick_list gets cleared after SDL_Quit * Add VirtualJoystick for InputDevices thats never nullptr * fixup! Add VirtualJoystick for InputDevices thats never nullptr * fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr * Remove SDL_GameController, make SDL_Joystick* unique_ptr * fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr * Adressed feedback; fixed handling of same guid reconnects * fixup! Adressed feedback; fixed handling of same guid reconnects * merge the two joystick_lists into one * make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! fixup! make SDLJoystick a member of VirtualJoystick * SDLJoystick: Addressed review comments * Address one missed review comment
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- Sep 10, 2018
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Markus Wick authored
Inline the WriteReg helper as it is called ~20k times per frame.
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Markus Wick authored
This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
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MysticExile authored
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MysticExile authored
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Markus Wick authored
This virtual function is called in a very hot spot, and it does nothing. If this kind of feature is required, please be more specific and add callbacks in the switch statement within Maxwell3D::WriteReg. There is no point in having another switch statement within the rasterizer.
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bunnei authored
- Fixes an issue with Octopath Traveler leaving stale data here.
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bunnei authored
- Several misc. changes to ConfigureFramebuffers in support of this.
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bunnei authored
- Used by Octopath Traveler (with multiple render targets).
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bunnei authored
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Lioncash authored
With the named port functionality all migrated over to the kernel, there's no need to keep this around anymore.
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FernandoS27 authored
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- Sep 09, 2018
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Lioncash authored
The compatibility list isn't modified within any of the slots connected to this signal, so we can make it const to enforce immutability.
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Lioncash authored
Lets us keep the generic portions of the compatibility list code together, and allows us to introduce a type alias that makes it so we don't need to type out a very long type declaration anymore, making the immediate readability of some code better.
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FernandoS27 authored
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Patrick Elsässer authored
- Fixed all warnings, for renderer_opengl items, which were indicating a possible 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. - Added constexpr where possible.
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- Sep 08, 2018
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fearlessTobi authored
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FernandoS27 authored
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Subv authored
When not set, this tells the GPU to only use the X size when performing a DMA copy. This is only implemented for linear->linear and tiled->tiled copies. Conversion copies still retain the assert. This bit is unset by some games for various purposes, and by nouveau when copying the vertex buffers.
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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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tgsm authored
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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