Age | Commit message (Collapse) | Author |
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parameters.
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GPU: Store shader constbuffer bindings in the GPU state.
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It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called.
Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]).
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Register 0xE24 is actually a macro that sets some shader parameters in the register structure.
Macros are uploaded to the GPU at startup and have their own ISA, we'll probably write an interpreter for this in the future.
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GPU: Handle the SetShader method call (0xE24) and store the shader config.
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GPU: Added the vertex array registers.
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GPU: Process command mode 5 (IncreaseOnce) differently from other commands
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Accumulate all arguments before calling the desired method.
Note: Maybe we should do the same for the NonIncreasing mode?
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GPU: Added some shader-related registers.
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nvflinger: Remove superfluous buffer format check.
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Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
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Various heap fixes for libtransistor
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Service/NIFM: convert to module
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core: Move process creation out of global state.
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Make Dynarmic the default CPU core
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GPU: Intercept writes to the VERTEX_END_GL register.
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This is the register that gets written after a game calls DrawArrays().
We should collect all GPU state and draw using our graphics API here.
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FS: Make EnsureSaveData create the save data if it doesn't already exist.
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time.
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CoreTiming: Unschedule the pending events when an Interface is destroyed
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Vi: Signal the BufferQueue's Native Handle right after ReleaseBuffer is called
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Service/Set: add more services
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This prevents a thread starvation issue in Puyo Puyo Tetris.
We should hwtest this behavior and figure out where exactly this event is signaled.
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Implemented the SaveData archive and MountSaveData.
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There may be many CodeSets per Process, so it's wasteful and overcomplicated to store the program id in each of them.
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