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2018-09-06frontend: Set swap interval to 0fearlessTobi
2018-09-05Merge pull request #1243 from degasus/VAO_cachebunnei
gl_rasterizer: Implement a VAO cache.
2018-09-05Merge pull request #1244 from FernandoS27/ipabunnei
shader_decompiler: Implemented IPA Properly (Stage 1)
2018-09-05Implemented IPA ProperlyFernandoS27
2018-09-05Merge pull request #1242 from lioncash/file-sysbunnei
file_sys/submission_package: Replace includes with forward declarations where applicable
2018-09-05Merge pull request #1179 from DarkLordZach/bktrbunnei
file_sys: Add support for BKTR format (Game Updates)
2018-09-05Merge pull request #1245 from degasus/optimizationsbunnei
gl_rasterizer: Skip TODO log.
2018-09-05gl_rasterizer: Skip TODO log.Markus Wick
This is called ~3k times per frame in SMO ingame. My laptop spends ~3ms per frame on allocating and freeing this string. Let's just stop printing this kind of redundant information.
2018-09-05file_sys/submission_package: Correct constructor initialization list orderLioncash
Orders the elements in the sequence to match the order in which they'll actually be initialized in.
2018-09-05gl_rasterizer: Implement a VAO cache.Markus Wick
This patch caches VAO objects instead of re-emiting all pointers per draw call. Configuring this pointers is known as a fast task, but it yields too many GL calls. So for better performance, just bind the VAO instead of 16 pointers.
2018-09-05file_sys/submission_package: Replace includes with forward declarations ↵Lioncash
where applicable
2018-09-05Merge pull request #1217 from degasus/vbo_cache2bunnei
renderer_opengl: Implement a buffer cache.
2018-09-05renderer_opengl: Implement a buffer cache.Markus Wick
The idea of this cache is to avoid redundant uploads. So we are going to cache the uploaded buffers within the stream_buffer and just reuse the old pointers. The next step is to implement a VBO cache on GPU memory, but for now, I want to check the overhead of the cache management. Fetching the buffer over PCI-E should be quite fast.
2018-09-04Merge pull request #1240 from degasus/optimizationsbunnei
gl_shader_cache: Use an u32 for the binding point cache.
2018-09-04bktr: Fix bucket overlap errorZach Hilman
2018-09-04drd: Parse title ID from program metadataZach Hilman
2018-09-04patch_manager: Centralize Control-type NCA parsingZach Hilman
2018-09-04nsp: Fix error masking issue with XCI filesZach Hilman
Now display correct error instead of catch-all MissingProgramNCA
2018-09-04game_list: Fix version display on non-NAND titlesZach Hilman
2018-09-04bktr: Add logging on successful patchZach Hilman
2018-09-04game_list: Use friendly game versionsZach Hilman
Mainly, from control.nacp metadata instead of cnmt metadata
2018-09-04bktr: Implement IVFC offset shiftingZach Hilman
Fixes base game read errors
2018-09-04bktr: Fix missing includes and optimize styleZach Hilman
2018-09-04main: Make game updates installableZach Hilman
2018-09-04game_list: Display patch names and versions on listZach Hilman
2018-09-04loader: Add BKTR-specific error messages and codesZach Hilman
2018-09-04loader: Ignore patches on NRO and DRDZach Hilman
2018-09-04patch_manager: Add usages of patches to ExeFSZach Hilman
2018-09-04file_sys: Add class to manage game patchesZach Hilman
Right now only includes Updates, but should eventually contain all of the other patches we need.
2018-09-04file_sys: Add BKTR patching mechanismZach Hilman
2018-09-04content_archive: Add BKTR header parsing to NCAZach Hilman
2018-09-04registration: Add RegisteredCacheUnionZach Hilman
Aggregates multiple caches into one interface
2018-09-04game_list: Use RegisteredCacheUnion for installedZach Hilman
Reduces code
2018-09-04aes_util: Fix error involving reads of less than 0x10Zach Hilman
Issues with block size are fixed by making all reads minimum length of 0x10
2018-09-04Merge pull request #1178 from DarkLordZach/nspbunnei
file_sys: Add Nintendo Submissions Package (NSP) file format
2018-09-04gl_shader_cache: Use an u32 for the binding point cache.Markus Wick
The std::string generation with its malloc and free requirement was a noticeable overhead. Also switch to an ordered_map to avoid the std::hash call. As those maps usually have a size of two elements, the lookup time shall not matter.
2018-09-04main: Only show DRD deprecation warning onceZach Hilman
2018-09-04control_metadata: Use alternate language names if AmericanEnglish isn't ↵Zach Hilman
available
2018-09-04card_image: Add program title ID getterZach Hilman
2018-09-04qt: Add deprecation warnings for DRD formatZach Hilman
2018-09-04registration: Fix NSP installation errorsZach Hilman
2018-09-04nsp: Comply with style and performance guidelinesZach Hilman
2018-09-04qt: Add UI support for NSP filesZach Hilman
2018-09-04registration: Add support for installing NSP filesZach Hilman
2018-09-04loader: Add AppLoader for NSP filesZach Hilman
2018-09-04card_image: Parse XCI secure partition with NSPZach Hilman
Eliminated duplicate code and adds support for Rev1+ carts
2018-09-04file_sys: Add Nintendo Submission Package (NSP)Zach Hilman
2018-09-04drd: Load title ID from program metadataZach Hilman
Previously only loaded from control metadata
2018-09-04loader: Add NSP file type and NSP-specific errorsZach Hilman
2018-09-04key_manager: Avoid autogeneration if key existsZach Hilman