- 18 Jul, 2018 3 commits
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Lioncash authored
We can just take the value parameter by value which allows both moving into it, and copies at the same time, depending on the calling code.
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Lioncash authored
These operators don't modify internal class state, so they can be made const member functions. While we're at it, drop the unnecessary inline keywords. Member functions that are defined in the class declaration are already inline by default.
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Lioncash authored
This provides the equivalent behavior, but without as much boilerplate. While we're at it, explicitly default the move constructor, since we have a move-assignment operator defined.
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- 17 Jul, 2018 8 commits
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bunnei authored
GPU: Added register definitions for the stencil parameters.
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Subv authored
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Zach Hilman authored
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bunnei authored
scheduler: Clear exclusive state when switching contexts
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bunnei authored
svc:: Fix bug in svcWaitForAddress
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bunnei authored
nvflinger: Fix for BufferQueue event handling.
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bunnei authored
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Michael Scire authored
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- 16 Jul, 2018 2 commits
- 15 Jul, 2018 13 commits
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Lioncash authored
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bunnei authored
HID: Update controllers less often
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bunnei authored
Minor logging improvements
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James Rowe authored
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James Rowe authored
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bunnei authored
gl_rasterizer_cache: Implement texture format G8R8.
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bunnei authored
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bunnei authored
gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.
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bunnei authored
gl_rasterizer_cache: Implement depth format Z16_UNORM.
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bunnei authored
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bunnei authored
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bunnei authored
OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.
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bunnei authored
Services/BSD: Corrected the return for StartMonitoring according to SwIPC
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- 14 Jul, 2018 9 commits
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bunnei authored
FileSys: Append the requested path to the filesystem base path in DeleteFile
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James Rowe authored
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Subv authored
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bunnei authored
No need to use ASSERT_MSG with an empty assert message
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Subv authored
We were trying to delete things in the current directory instead of the actual filesystem directory. This may fix some savedata issues in some games.
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David Marcec authored
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bunnei authored
GPU: Always enable the depth write when clearing the depth buffer.
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bunnei authored
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Subv authored
The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call.
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- 13 Jul, 2018 5 commits
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bunnei authored
gl_shader_gen: Implement dual vertex shader mode.
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Hedges authored
* More improvements to GDBStub - Debugging of threads should work correctly with source and assembly level stepping and modifying registers and memory, meaning threads and callstacks are fully clickable in VS. - List of modules is available to the client, with assumption that .nro and .nso are backed up by an .elf with symbols, while deconstructed ROMs keep N names. - Initial support for floating point registers. * Tidy up as requested in PR feedback * Tidy up as requested in PR feedback
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bunnei authored
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bunnei authored
- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
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bunnei authored
Initialized memory for RequestUpdateAudioRenderer and fixed MemoryPoolSection to be more accurate
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