| Age | Commit message (Collapse) | Author |
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GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
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GPU: Remove unmapped surfaces from the rasterizer cache and fix our nvmap::Free behavior.
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GPU: Directly copy the pixels when performing a same-layout DMA.
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functionality.
This fixes Stardew Valley.
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GPU: Ignore invalid and disabled textures when drawing.
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unmapped from the GPU's MMU.
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This behavior is confirmed by reverse engineering.
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GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
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GPU: Implement the RGBA32_UINT rendertarget format.
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operation.
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Rewrite the OpenGL rasterizer cache
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Service/Audio: add hwopus service, stub GetWorkBufferSize function
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gl_rasterizer_cache: Improved cache management based on Citra's implementation.
gl_surface_cache: Add some docstrings.
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surfaces.
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gl_state: Fix state management for texture swizzle.
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gl_state: Remove unused state management from 3DS.
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Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.
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Fix crash at exit
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* We should be returning our revision instead of what is requested.
Hardware test on a 5.1.0 console
* Added sysversion comment
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(#583)
* Removed duplicate structs, changed AudioRendererResponse -> UpdateDataHeader
According to game symbols(SMO), there's references to UpdateDataHeader which seems to be what AudioRendererResponse actually is
* oops
* AudioRendererParameters should be AudioRendererParameter according to SMO
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properly (#580)
* Fixed RequestUpdateAudioRenderer deadlocks and calculated section sizes properly
This fixes RequestUpdateAudioRenderer deadlocks in games like Puyo Puyo Tetris and games which require a proper section size in games such as Retro City Rampage. This fixes causes various games to start rendering or trying to render
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svc: Fully implement svcSignalToAddress and svcWaitForAddress
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prevent yuzu crash, if games, like Axiom Verge, trying to read 0 bytes from file
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