- Aug 12, 2018
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Subv authored
Another thread might be in the middle of a reschedule, thus altering the state of the schedulers.
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Subv authored
WakeAfterDelay might be called from any host thread, so err on the side of caution and use the thread-safe CoreTiming::ScheduleEventThreadsafe. Note that CoreTiming is still far from thread-safe, there may be more things we have to work on for it to be up to par with what we want.
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bunnei authored
gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check.
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bunnei authored
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bunnei authored
CMakeLists: Change MSVC14 variable to MSVC_VERSION
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bunnei authored
Stub UpdateUserPresence
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bunnei authored
gl_shader_decompiler: Fix GLSL compiler error with KIL instruction.
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bunnei authored
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David Marcec authored
Needed for Retro City Rampage to go in game
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bunnei authored
Several Friend service fixes
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bunnei authored
core: Namespace EmuWindow
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bunnei authored
gl_rasterizer: Silence implicit truncation warning in SetupShaders()
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bunnei authored
GPU/Maxwell3D: Implemented an alternative set of blend factors.
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bunnei authored
RasterizerGL: Ignore invalid/unset vertex attributes.
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Subv authored
These are used by nouveau and some games like SMO.
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greggameplayer authored
- Used by Go Vacation
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Subv authored
This should make the es2gears example not crash anymore.
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bunnei authored
- Used by Splatoon 2.
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bunnei authored
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bunnei authored
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Lioncash authored
Previously this would warn of truncating a std::size_t to a u32. This is safe because we'll obviously never have more than UINT32_MAX amount of uniform buffers.
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Lioncash authored
Gets the class out of the global namespace.
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- Aug 11, 2018
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bunnei authored
gl_shader_decompiler: Improve handling of unknown input/output attributes.
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bunnei authored
Implement render target formats RGBA8_SNORM and RG8_SNORM.
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Lioncash authored
The rest of the CMake script uses lowercase for commands (which is the general CMake style), making it more consistent with surrounding code.
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Lioncash authored
Use of the MSVC14 variable is discouraged in the CMake documentation (which makes sense, since MSVC_VERSION is the more general appliable variable).
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bunnei authored
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bunnei authored
loader: Add more descriptive errors
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bunnei authored
GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
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bunnei authored
- Used by Super Mario Odyssey.
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bunnei authored
- Used by Super Mario Odyssey.
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Subv authored
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Subv authored
SSY sets the target label to jump to when the SYNC instruction is executed.
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bunnei authored
video_core: Get rid of global variable g_toggle_framelimit_enabled
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bunnei authored
video_core: Use variable template variants of type_traits interfaces where applicable
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greggameplayer authored
Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats and more (R16_UNORM needed by Fate Extella) (#848) * Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats Do a separate function in order to get Bytes Per Pixel of DepthFormat Apply the new function in gpu.h delete unneeded white space * correct merging error
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James Rowe authored
qt/gamelist: Minor cleanup-related changes
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- Aug 10, 2018
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Lioncash authored
Instead, we make a struct for renderer settings and allow the renderer to update all of these settings, getting rid of the need for global-scoped variables. This also uncovered a few indirect inclusions for certain headers, which this commit also fixes.
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Lioncash authored
This is entirely unused and can be removed.
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Lioncash authored
Currently we only have an OpenGL renderer, so this is unused in code (and occupies the Renderer identifier in the VideoCore namespace).
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