- 03 Sep, 2015 4 commits
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Yuri Kunde Schlesner authored
This stops (for some reason sporadic) crashes and OpenGL errors during shutdown, when the OpenGL renderer tries to clean up objects from the UI thread, which has no OpenGL context active.
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Yuri Kunde Schlesner authored
Replace the previous OpenGL loader with a glad-generated 3.3 one
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bunnei authored
Add cam:u service function names to its function table
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archshift authored
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- 02 Sep, 2015 3 commits
- 01 Sep, 2015 4 commits
- 31 Aug, 2015 7 commits
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Tony Wasserka authored
Pica: Add the vertex_offset register to the Pica registers map.
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Subv authored
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bunnei authored
Only check src/ directory for whitespace errors in the pre-commit hook
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bunnei authored
Shader JIT: Fix SGE/SGEI NaN behavior
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Subv authored
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Yuri Kunde Schlesner authored
This allows importing of external libraries into externals/ without having to reformat them. Unfortunately it also allows whitespace to be introduced in files like the root CMakeLists.txt, but that is a small downside compared to the tradeoff.
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aroulin authored
SGE was incorrectly emulated w.r.t. NaN behavior as the CMPSS SSE instruction was used with NLT
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- 30 Aug, 2015 7 commits
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bunnei authored
GPU: Implemented register 0x22A PICA_REG_DRAW_VERTEX_OFFSET
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Subv authored
This is the equivalent of the "first" parameter in glDrawArrays, it tells the GPU the vertex index at which to start rendering. Register 0x22A doesn't affect indexed rendering.
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bunnei authored
Services/FS: Correctly tell the guest app whether a file was correctly opened or not
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Yuri Kunde Schlesner authored
This gives us several niceties such as Sampler Objects, shader attribute locations and Timer Queries.
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Yuri Kunde Schlesner authored
The main advantage of switching to glad from glLoadGen is that, apart from being actively maintained, it supports a customizable entrypoint loader function, which makes it possible to also support OpenGL ES.
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Yuri Kunde Schlesner authored
Cubic Ninja waited for the frame to end by spinning on a loop calling GetSystemTick while doing nothing else. Since GetSystemTick doesn't cause a reschedule (which advances time), this meant that very little emulated time would pass inside that loop, causing the game to spend most of the frame burning away CPU.
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bunnei authored
Rasterizer: Corrected the stencil implementation.
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- 29 Aug, 2015 1 commit
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Subv authored
Closes #1067
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- 28 Aug, 2015 3 commits
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
Kernel: Fix wrong linear heap base on titles using newer kernels
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Yuri Kunde Schlesner authored
Typo which sneaked in through review on #1025
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- 27 Aug, 2015 8 commits
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bunnei authored
Fix heap-management regressions
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Yuri Kunde Schlesner authored
Shader FP compliance fixes
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bunnei authored
gl_rasterizer_cache: Cache textures based on hash in addition to address.
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bunnei authored
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bunnei authored
Shader JIT: Fix float to integer rounding in MOVA
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aroulin authored
MOVA converts new address register values from floats to integers using truncation
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
Should fix invalid read loops in some games
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- 26 Aug, 2015 3 commits
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bunnei authored
dyncom: Minor changes to CondPassed
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bunnei authored
Shader JIT: ifdef out reference to ifdef'd out shader_map
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archshift authored
shader_map was only defined on x86 architectures, but was cleared on shutdown with no ifdef protection. Ifdef this out so non-x86 architectures can be built.
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