- Sep 06, 2018
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bunnei authored
frontend: Set swap interval to 0
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bunnei authored
core/core: Remove unnecessary sm/controller include
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bunnei authored
video_core/CMakeLists: Add missing gl_buffer_cache.h
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bunnei authored
video_core/gl_buffer_cache: Minor tidying changes
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bunnei authored
gl_rasterizer: Call state.Apply only once on SetupShaders.
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bunnei authored
gl_shader_decompiler: Implement saturate mode for IPA.
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bunnei authored
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bunnei authored
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Lioncash authored
Ensures that the cache always has a deterministic initial state.
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Lioncash authored
GetHandle() internally calls GetHandle() on the stream_buffer instance, which is a const member function, so this can be made const as well.
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Lioncash authored
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Lioncash authored
Implicit conversions during construction isn't desirable here.
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Lioncash authored
Without this, the header file won't show up by default within IDEs such as Visual Studio.
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Lioncash authored
The only reason this include was necessary, was because the constructor wasn't defaulted in the cpp file and the compiler would inline it wherever it was used. However, given Controller is forward declared, all those inlined constructors would see an incomplete type, causing a compilation failure. So, we just place the constructor in the cpp file, where it can see the complete type definition, allowing us to remove this include.
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bunnei authored
gl_shader_gen: Initialize position.
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fearlessTobi authored
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Markus Wick authored
IMO the old code is fine, but nvidia raises shader compiler warnings. Trivial fix through...
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bunnei authored
gl_rasterizer: Implement a VAO cache.
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bunnei authored
shader_decompiler: Implemented IPA Properly (Stage 1)
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FernandoS27 authored
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- Sep 05, 2018
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bunnei authored
file_sys/submission_package: Replace includes with forward declarations where applicable
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bunnei authored
file_sys: Add support for BKTR format (Game Updates)
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bunnei authored
gl_rasterizer: Skip TODO log.
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Markus Wick authored
This is called ~3k times per frame in SMO ingame. My laptop spends ~3ms per frame on allocating and freeing this string. Let's just stop printing this kind of redundant information.
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Lioncash authored
Orders the elements in the sequence to match the order in which they'll actually be initialized in.
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Markus Wick authored
This patch caches VAO objects instead of re-emiting all pointers per draw call. Configuring this pointers is known as a fast task, but it yields too many GL calls. So for better performance, just bind the VAO instead of 16 pointers.
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Lioncash authored
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bunnei authored
renderer_opengl: Implement a buffer cache.
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Markus Wick authored
The idea of this cache is to avoid redundant uploads. So we are going to cache the uploaded buffers within the stream_buffer and just reuse the old pointers. The next step is to implement a VBO cache on GPU memory, but for now, I want to check the overhead of the cache management. Fetching the buffer over PCI-E should be quite fast.
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- Sep 04, 2018
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bunnei authored
gl_shader_cache: Use an u32 for the binding point cache.
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Zach Hilman authored
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Zach Hilman authored
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Zach Hilman authored
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Zach Hilman authored
Now display correct error instead of catch-all MissingProgramNCA
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Zach Hilman authored
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Zach Hilman authored
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Zach Hilman authored
Mainly, from control.nacp metadata instead of cnmt metadata
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Zach Hilman authored
Fixes base game read errors
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Zach Hilman authored
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Zach Hilman authored
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