- Jul 18, 2018
- Jul 17, 2018
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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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- Jul 16, 2018
- Jul 15, 2018
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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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- Jul 14, 2018
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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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- Jul 13, 2018
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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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bunnei authored
gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
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