- Aug 21, 2018
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bunnei authored
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
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bunnei authored
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
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Lioncash authored
LOG_TRACE is only enabled on debug builds which can be quite slow when trying to debug graphics issues. Instead we can log the messages to the debug log, which is available on both release and debug builds.
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bunnei authored
gl_stream_buffer: Add missing header guard
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Lioncash authored
Prevents potential compilation errors from occuring due to multiple inclusions
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bunnei authored
telemetry_session: Don't allocate std::string instances for program lifetime in GetTelemetryId() and RegenerateTelemetryId()
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bunnei authored
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
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bunnei authored
Shaders: Write all the enabled color outputs when a fragment shader exits.
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
Shaders: Fixed texture coordinates in TEX with Texture2D
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Subv authored
The X and Y coordinates should be in gpr8 and gpr8+1, respectively. This fixes the cutscene rendering in Sonic Mania.
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Subv authored
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bunnei authored
acc/profile_manager: General cleanup
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bunnei authored
externals: Update dynarmic to a42f301c.
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bunnei authored
filesystem: Add support for loading of system archives
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James Rowe authored
Revert "Port #3616 from Citra: "appveyor: set jobs to 4 for mingw""
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Zach Hilman authored
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Lioncash authored
telemetry_session: Don't allocate std::string instances for program lifetime in GetTelemetryId() and RegenerateTelemetryId() Given these functions aren't intended to be used frequently, there's no need to keep the std::string instances allocated for the whole lifetime of the program. It's just a waste of memory.
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- Aug 20, 2018
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bunnei authored
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Lioncash authored
This is only used in a shared_ptr, so we can forward declare it.
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Lioncash authored
We have an overload of WriteBuffer that accepts containers that satisfy the ContiguousContainer concept, which std::array does, so we only need to pass in the array itself.
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Lioncash authored
Arranges them in the order the members would be initialized
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Lioncash authored
This is no longer used, so it can be removed.
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Lioncash authored
Makes it a little bit more self-documenting.
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Lioncash authored
Given the source and destination types are the same std::array type, we can simply use regular assignment to perform the same behavior.
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Lioncash authored
Avoids the need to repeatedly specify the whole array type in multiple places.
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Lioncash authored
ProfileInfo is quite a large struct in terms of data, and we don't need to perform a copy in these instances, so we can just pass constant references instead.
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Lioncash authored
This doesn't modify the passed in array, so this can be a const reference.
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Lioncash authored
This can just be constexpr like the others
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Lioncash authored
We can use the constructor initializer list and just compare the contained u128's together instead of comparing each element individually. Ditto for comparing against an invalid UUID.
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Lioncash authored
This avoids needing to dump the contents of <random> into other files that include the profile manager header.
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bunnei authored
common/telemetry: Migrate core-independent info gathering to common
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Subv authored
We were only writing to the first render target before. Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer. Dual Source blending is not implemented and stuff that uses it might not work at all.
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Zach Hilman authored
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Lioncash authored
Moving a const reference isn't possible, so this just results in a copy (and given ProfileInfo is composed of trivial types and aggregates, a move wouldn't really do anything).
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Subv authored
Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format.
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Subv authored
Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer.
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bunnei authored
GLRasterizer: Implemented instanced vertex arrays.
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