| Commit message (Collapse) | Author | Age |
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Optimisations and cleanups in the shader interpreter
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Simplifies the code and gives a tiny speed-up.
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Shaves off 1/3rd of the vertex shader time in Fire Emblem
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Update nihstro to latest master.
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Some disabled debugging functionality was being called from rendering
routines in VideoCore. Although disabled, many of them still allocated
memory or did some extra work that was enough to show up in a profiler.
Gives a slight (~2ms) speedup.
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dyncom: General cleanup
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Targeting ARM version variants was only a thing on armemu.
The reset routine also does basically the same thing as NewState.
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Both the MPCore and the ARM9 have the same data abort model (base restored), so differentiating isn't necessary.
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armdefs: Remove unnecessary extern keywords
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loader: Remove unnecessary else usages
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columns.
Uniform row heights enables some optimisations for a smoother scrolling.
Resize columns to content so that we don't have to do it manually
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Also removed the extra spaces for each cell
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Core\HLE : Fix Warning
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Yet More Warning Fixes
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Qt/GPU Breakpoints: Changed the widget to have a checkbox next to each bp type
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applet when called.
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Documented some APT functions
This allows applets to boot.
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click the Enable button when enabling/disabling a breakpoint, now it is done via a checkbox next to the breakpoint's name.
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GSP: Don't try to write memory fill registers if start address is 0
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Verified to be what GSP does via REing. Fixes invalid virt->phys
translation error spam in some games.
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Qt/GPU Breakpoints: Added three more breakpoint types.
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If an input attribute array had a field with less than 4 components, the
remaining components were left unset if not specified by a default
vertex attribute. If neither mechanism would set a component, it would
assume a garbage value.
It has been verified that the hardware behavior is to instead to set the
missing components from the fixed default of (0 0 0 1). The default
vertex attribute values aren't used at all if a vertex array is
specified for that attribute.
Fixes UI graphics on Fire Emblem: Awakening, a small texturing glitch
when selecting a character in Cubic Ninja, as well as eliminating the
unset-W hack which was required for Ocarina of Time to not have
garbled triangles.
This change has been tested against hardware.
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During testing, it was discovered that hardware does not interpolate
colors output by the vertex shader as-is. Rather, it drops the sign and
saturates the value to 1.0. This is done before interpolation, such that
(e.g.) interpolating outputs 1.5 and -0.5 is equivalent to as if the
shader had output the values 1.0 and 0.5 instead, with the interpolated
value never crossing 0.0.
This change has been tested against hardware.
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* IncomingDisplayTransfer: Triggered just before a display transfer is performed.
* GSPCommandProcessed: Triggered right after a GSP command is processed.
* BufferSwapped: Triggered when the frames flip
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GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) calls
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Rasterizer/GL: Set the border color when binding a texture.
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In OpenGL 3, texturing is always enabled, and this call is invalid.
While it produced no effect in the rest of the execution, it wouldn't
have the intended effect of disabling texturing for that unit. Instead
bind a null texture to the unit.
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GPU: Added registers for min and mag texture filters
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Services/AM: Stubbed am:app::GetNumContentInfos to return 0 results.
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the hw renderer.
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Services/Logging: Log more useful information when some operations fail.
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Namely OpenFileDirectly, OpenDirectory and OpenArchive
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Kernel/Scheduling: Clean up a thread's wait_objects when its scheduled.
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Pica/Shader: Add geometry shader definitions.
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dyncom: Pass SVC immediates directly.
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Previously it would just re-read the already decoded instruction and extract the immediate value.
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Services/CFG: Added some missing functions to cfg:s
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Named the service functions in am:app as per 3dbrew.
This fixes an illegal read loop in Steel Diver
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citra-qt: Add support for copying the command list contents to clipboard.
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