- 30 Dec, 2015 5 commits
- 29 Dec, 2015 4 commits
- 28 Dec, 2015 2 commits
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Mathew Maidment authored
dyncom: Handle modifying the APSR via an MRC instruction
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Lioncash authored
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- 27 Dec, 2015 3 commits
- 25 Dec, 2015 1 commit
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Lioncash authored
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- 23 Dec, 2015 2 commits
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Mathew Maidment authored
dyncom: Minor changes
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LFsWang authored
ForeachDirectoryEntry is changed by #1256 ,but return value at last line was missing.
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- 21 Dec, 2015 3 commits
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Lioncash authored
These instructions aren't capable of using the PC as a destination
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Yuri Kunde Schlesner authored
VideoCore: Sync state after changing rasterizers
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Yuri Kunde Schlesner authored
This fixes various bugs that appear in the HW rasterizer after switching between it and the SW one during emulation.
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- 20 Dec, 2015 1 commit
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Lioncash authored
LDRT/LDRBT/STRBT/STRT should simulate the load or store as if the host CPU is in user mode. STRT is also allowed to use the PC as an operand
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- 13 Dec, 2015 1 commit
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Yuri Kunde Schlesner authored
svc: Fix compilation with LOG_TRACE enabled
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- 12 Dec, 2015 1 commit
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Lioncash authored
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- 10 Dec, 2015 1 commit
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Yuri Kunde Schlesner authored
OpenGL: Flip framebuffers during transfer rather than when rendering
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- 08 Dec, 2015 3 commits
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bunnei authored
GPU/PrimitiveAssembler: Fixed drawing triangle fans.
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Yuri Kunde Schlesner authored
VideoCore: Unify interface to OpenGL and SW rasterizers
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Yuri Kunde Schlesner authored
This removes explicit checks sprinkled all over the codebase to instead just have the SW rasterizer expose an implementation with no-ops for most operations.
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- 07 Dec, 2015 3 commits
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bunnei authored
dyncom: Miscellaneous minor changes
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- 06 Dec, 2015 5 commits
- 05 Dec, 2015 2 commits
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- 04 Dec, 2015 1 commit
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bunnei authored
Services/Cam: Added new log type and camera enums from 3dbrew.
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- 02 Dec, 2015 1 commit
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bunnei authored
PICA: Properly emulate 1-stage delay in the combiner buffer
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- 01 Dec, 2015 1 commit
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Yuri Kunde Schlesner authored
This was discovered and verified by @fincs. The tev combiner buffer actually lags behind by one stage, meaning stage 1 reads the initial color, stage 2 reads stage 0's output, and so on. Fixes character portraits in Fire Emblem: Awakening and world textures in Zelda: ALBW. Closes #1140.
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