1. 12 Sep, 2018 33 commits
  2. 11 Sep, 2018 7 commits
    • Markus Wick's avatar
      gl_rasterizer: Use ARB_texture_storage. · 3e973bc4
      Markus Wick authored
      It allows us to use texture views and it reduces the overhead within the GPU driver.
      
      But it disallows us to reallocate the texture, but we don't do so anyways.
      
      In the end, it is the new way to allocate textures, so there is no need to use the old way.
      3e973bc4
    • FernandoS27's avatar
      Implemented LEA and PSET · 5c676dc8
      FernandoS27 authored
      5c676dc8
    • FernandoS27's avatar
      Implemented encodings for LEA and PSET · 3f092271
      FernandoS27 authored
      3f092271
    • bunnei's avatar
      Merge pull request #1291 from lioncash/default · 1470b85a
      bunnei authored
      hle/service: Default constructors and destructors in the cpp file where applicable
      1470b85a
    • bunnei's avatar
      Merge pull request #1292 from ogniK5377/renderdoc-fix · 2f0ff4d2
      bunnei authored
      Fixed renderdoc input/output textures not working due to multiple render targets
      2f0ff4d2
    • bunnei's avatar
      Merge pull request #1293 from lioncash/font · 143525dc
      bunnei authored
      externals: Place font data within cpp files
      143525dc
    • Lioncash's avatar
      externals: Place font data within cpp files · 46ba1bc4
      Lioncash authored
      This places the font data within cpp files, which mitigates the
      possibility of the font data being duplicated within the binary if it's
      referred to in more than one translation unit in the future. It also
      stores the data within a std::array, which is more flexible when it
      comes to operating with the standard library.
      
      Furthermore, it makes the data arrays const. This is what we want, as it
      allows the compiler to store the data within the read-only segment. As
      it is, having several large sections of mutable data like this just
      leaves spots in memory that we can accidentally write to (via accidental
      overruns, what have you) and actually have it work. This ensures the
      font data remains the same no matter what.
      46ba1bc4