Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-09-06 | frontend: Set swap interval to 0 | fearlessTobi | |
2018-09-05 | Merge pull request #1243 from degasus/VAO_cache | bunnei | |
gl_rasterizer: Implement a VAO cache. | |||
2018-09-05 | Merge pull request #1244 from FernandoS27/ipa | bunnei | |
shader_decompiler: Implemented IPA Properly (Stage 1) | |||
2018-09-05 | Implemented IPA Properly | FernandoS27 | |
2018-09-05 | Merge pull request #1242 from lioncash/file-sys | bunnei | |
file_sys/submission_package: Replace includes with forward declarations where applicable | |||
2018-09-05 | Merge pull request #1179 from DarkLordZach/bktr | bunnei | |
file_sys: Add support for BKTR format (Game Updates) | |||
2018-09-05 | Merge pull request #1245 from degasus/optimizations | bunnei | |
gl_rasterizer: Skip TODO log. | |||
2018-09-05 | gl_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. | |||
2018-09-05 | file_sys/submission_package: Correct constructor initialization list order | Lioncash | |
Orders the elements in the sequence to match the order in which they'll actually be initialized in. | |||
2018-09-05 | gl_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. | |||
2018-09-05 | file_sys/submission_package: Replace includes with forward declarations ↵ | Lioncash | |
where applicable | |||
2018-09-05 | Merge pull request #1217 from degasus/vbo_cache2 | bunnei | |
renderer_opengl: Implement a buffer cache. | |||
2018-09-05 | renderer_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. | |||
2018-09-04 | Merge pull request #1240 from degasus/optimizations | bunnei | |
gl_shader_cache: Use an u32 for the binding point cache. | |||
2018-09-04 | bktr: Fix bucket overlap error | Zach Hilman | |
2018-09-04 | drd: Parse title ID from program metadata | Zach Hilman | |
2018-09-04 | patch_manager: Centralize Control-type NCA parsing | Zach Hilman | |
2018-09-04 | nsp: Fix error masking issue with XCI files | Zach Hilman | |
Now display correct error instead of catch-all MissingProgramNCA | |||
2018-09-04 | game_list: Fix version display on non-NAND titles | Zach Hilman | |
2018-09-04 | bktr: Add logging on successful patch | Zach Hilman | |
2018-09-04 | game_list: Use friendly game versions | Zach Hilman | |
Mainly, from control.nacp metadata instead of cnmt metadata | |||
2018-09-04 | bktr: Implement IVFC offset shifting | Zach Hilman | |
Fixes base game read errors | |||
2018-09-04 | bktr: Fix missing includes and optimize style | Zach Hilman | |
2018-09-04 | main: Make game updates installable | Zach Hilman | |
2018-09-04 | game_list: Display patch names and versions on list | Zach Hilman | |
2018-09-04 | loader: Add BKTR-specific error messages and codes | Zach Hilman | |
2018-09-04 | loader: Ignore patches on NRO and DRD | Zach Hilman | |
2018-09-04 | patch_manager: Add usages of patches to ExeFS | Zach Hilman | |
2018-09-04 | file_sys: Add class to manage game patches | Zach Hilman | |
Right now only includes Updates, but should eventually contain all of the other patches we need. | |||
2018-09-04 | file_sys: Add BKTR patching mechanism | Zach Hilman | |
2018-09-04 | content_archive: Add BKTR header parsing to NCA | Zach Hilman | |
2018-09-04 | registration: Add RegisteredCacheUnion | Zach Hilman | |
Aggregates multiple caches into one interface | |||
2018-09-04 | game_list: Use RegisteredCacheUnion for installed | Zach Hilman | |
Reduces code | |||
2018-09-04 | aes_util: Fix error involving reads of less than 0x10 | Zach Hilman | |
Issues with block size are fixed by making all reads minimum length of 0x10 | |||
2018-09-04 | Merge pull request #1178 from DarkLordZach/nsp | bunnei | |
file_sys: Add Nintendo Submissions Package (NSP) file format | |||
2018-09-04 | gl_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. | |||
2018-09-04 | main: Only show DRD deprecation warning once | Zach Hilman | |
2018-09-04 | control_metadata: Use alternate language names if AmericanEnglish isn't ↵ | Zach Hilman | |
available | |||
2018-09-04 | card_image: Add program title ID getter | Zach Hilman | |
2018-09-04 | qt: Add deprecation warnings for DRD format | Zach Hilman | |
2018-09-04 | registration: Fix NSP installation errors | Zach Hilman | |
2018-09-04 | nsp: Comply with style and performance guidelines | Zach Hilman | |
2018-09-04 | qt: Add UI support for NSP files | Zach Hilman | |
2018-09-04 | registration: Add support for installing NSP files | Zach Hilman | |
2018-09-04 | loader: Add AppLoader for NSP files | Zach Hilman | |
2018-09-04 | card_image: Parse XCI secure partition with NSP | Zach Hilman | |
Eliminated duplicate code and adds support for Rev1+ carts | |||
2018-09-04 | file_sys: Add Nintendo Submission Package (NSP) | Zach Hilman | |
2018-09-04 | drd: Load title ID from program metadata | Zach Hilman | |
Previously only loaded from control metadata | |||
2018-09-04 | loader: Add NSP file type and NSP-specific errors | Zach Hilman | |
2018-09-04 | key_manager: Avoid autogeneration if key exists | Zach Hilman | |