- Jan 01, 2015
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Daniel Lundqvist authored
Setting an object name for GPUCommandStreamWidget allows for saving the graphics debugger's state (if it's show, position, etc). This state is then restored when restarting the application.
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- Dec 31, 2014
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Subv authored
Stubbed CreateMemoryBlock Using Berkeley sockets, and Winsock2.2 on Windows. So far ftpony creates the socket and accepts incoming connections SOC_U: Renamed functions to maintain consistency Also prevents possible scope errors / conflicts with the actual Berkeley socket functions SOCU: Close all the opened sockets when cleaning up SOCU
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Lioncash authored
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Chin authored
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bunnei authored
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- Dec 30, 2014
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Lioncash authored
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Lioncash authored
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Lioncash authored
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darkf authored
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Subv authored
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purpasmart96 authored
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Subv authored
They will be stored in /extsavedata/SDMC and /extsavedata/NAND respectively. Also redirect some APT_A functions to their APT_U equivalents. Implemented the gamecoin.dat file in SharedExtSaveData in the PTM module. Implemented formatting the savegame. Retake a previous savegame if it exists instead of reporting them as not formatted every time a game is loaded.
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bunnei authored
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bunnei authored
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- Dec 29, 2014
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Lioncash authored
They were erroneously labeled as SMLAL.
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Lioncash authored
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Lioncash authored
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Yuri Kunde Schlesner authored
Execute the division-by-W for perspective-correct interpolation of values in the clipper, moving them out of the rasterization inner loop.
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Yuri Kunde Schlesner authored
Replace the loop-based texture address swizzling code by a bit-twiddling implementation, providing a very small speed up. Also simplify addressing code.
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Yuri Kunde Schlesner authored
Move the computation of some values out of loops so that they're not constantly recalculated even when they don't change.
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Yuri Kunde Schlesner authored
Use a new buffer management scheme in the clipper that allows using a bounded minimal amount of buffer space. Even though it copies more data it is still slightly faster likely due to using less cache.
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Yuri Kunde Schlesner authored
The triangle clipper was allocating its temporary input, output and work buffers using a std::vector. Since this is a hot path, it's desirable to use stack allocation instead.
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Yuri Kunde Schlesner authored
Unused OutputVertex attributes were being left un-initialized. The leftover garbage sometimes decoded as floating-point denormalized values, causing fallbacks to microcode and massive slowdowns in the rest of the rasterization pipeline even though the results were unused. By zeroing the structure we ensure these attributes only contain harmless zeros.
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Lioncash authored
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bunnei authored
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- Dec 28, 2014
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Lioncash authored
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bunnei authored
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bunnei authored
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xdec authored
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Lioncash authored
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Lioncash authored
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Lioncash authored
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Lioncash authored
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Lioncash authored
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Yuri Kunde Schlesner authored
This handle manager more closely mirrors the behaviour of the CTR-OS one. In addition object ref-counts and support for DuplicateHandle have been added. Note that support for DuplicateHandle is still experimental, since parts of the kernel still use Handles internally, which will likely cause troubles if two different handles to the same object are used to e.g. wait on a synchronization primitive.
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Lioncash authored
Initially reported by xdec.
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xdec authored
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- Dec 27, 2014
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Lioncash authored
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