- 13 Aug, 2018 2 commits
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Subv authored
We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast. This lets us bypass certain hangs in some games like Breath of the Wild. We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
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Subv authored
The current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that.
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- 12 Aug, 2018 20 commits
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bunnei authored
gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check.
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bunnei authored
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bunnei authored
CMakeLists: Change MSVC14 variable to MSVC_VERSION
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bunnei authored
Stub UpdateUserPresence
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bunnei authored
gl_shader_decompiler: Fix GLSL compiler error with KIL instruction.
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bunnei authored
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David Marcec authored
Needed for Retro City Rampage to go in game
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bunnei authored
Several Friend service fixes
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bunnei authored
core: Namespace EmuWindow
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bunnei authored
gl_rasterizer: Silence implicit truncation warning in SetupShaders()
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bunnei authored
GPU/Maxwell3D: Implemented an alternative set of blend factors.
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bunnei authored
RasterizerGL: Ignore invalid/unset vertex attributes.
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Subv authored
These are used by nouveau and some games like SMO.
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greggameplayer authored
- Used by Go Vacation
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Subv authored
This should make the es2gears example not crash anymore.
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bunnei authored
- Used by Splatoon 2.
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bunnei authored
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bunnei authored
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Lioncash authored
Previously this would warn of truncating a std::size_t to a u32. This is safe because we'll obviously never have more than UINT32_MAX amount of uniform buffers.
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Lioncash authored
Gets the class out of the global namespace.
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- 11 Aug, 2018 15 commits
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bunnei authored
gl_shader_decompiler: Improve handling of unknown input/output attributes.
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bunnei authored
Implement render target formats RGBA8_SNORM and RG8_SNORM.
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Lioncash authored
The rest of the CMake script uses lowercase for commands (which is the general CMake style), making it more consistent with surrounding code.
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Lioncash authored
Use of the MSVC14 variable is discouraged in the CMake documentation (which makes sense, since MSVC_VERSION is the more general appliable variable).
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bunnei authored
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bunnei authored
loader: Add more descriptive errors
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bunnei authored
GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
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bunnei authored
- Used by Super Mario Odyssey.
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bunnei authored
- Used by Super Mario Odyssey.
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Subv authored
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Subv authored
SSY sets the target label to jump to when the SYNC instruction is executed.
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bunnei authored
video_core: Get rid of global variable g_toggle_framelimit_enabled
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bunnei authored
video_core: Use variable template variants of type_traits interfaces where applicable
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greggameplayer authored
Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats and more (R16_UNORM needed by Fate Extella) (#848) * Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats Do a separate function in order to get Bytes Per Pixel of DepthFormat Apply the new function in gpu.h delete unneeded white space * correct merging error
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James Rowe authored
qt/gamelist: Minor cleanup-related changes
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- 10 Aug, 2018 3 commits
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Lioncash authored
Instead, we make a struct for renderer settings and allow the renderer to update all of these settings, getting rid of the need for global-scoped variables. This also uncovered a few indirect inclusions for certain headers, which this commit also fixes.
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Lioncash authored
This is entirely unused and can be removed.
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Lioncash authored
Currently we only have an OpenGL renderer, so this is unused in code (and occupies the Renderer identifier in the VideoCore namespace).
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