Age | Commit message (Collapse) | Author |
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Shaders: Write all the enabled color outputs when a fragment shader exits.
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Shaders: Fixed texture coordinates in TEX with Texture2D
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The X and Y coordinates should be in gpr8 and gpr8+1, respectively.
This fixes the cutscene rendering in Sonic Mania.
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sampling instruction.
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acc/profile_manager: General cleanup
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filesystem: Add support for loading of system archives
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This is only used in a shared_ptr, so we can forward declare it.
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We have an overload of WriteBuffer that accepts containers that satisfy
the ContiguousContainer concept, which std::array does, so we only need
to pass in the array itself.
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Arranges them in the order the members would be initialized
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This is no longer used, so it can be removed.
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Makes it a little bit more self-documenting.
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Given the source and destination types are the same std::array type, we
can simply use regular assignment to perform the same behavior.
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arrays
Avoids the need to repeatedly specify the whole array type in multiple
places.
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ProfileInfo is quite a large struct in terms of data, and we don't need
to perform a copy in these instances, so we can just pass constant
references instead.
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This doesn't modify the passed in array, so this can be a const
reference.
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This can just be constexpr like the others
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operator bool
We can use the constructor initializer list and just compare the
contained u128's together instead of comparing each element
individually. Ditto for comparing against an invalid UUID.
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This avoids needing to dump the contents of <random> into other files
that include the profile manager header.
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common/telemetry: Migrate core-independent info gathering to common
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We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.
Dual Source blending is not implemented and stuff that uses it might not work at all.
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CreateNewUser()
Moving a const reference isn't possible, so this just results in a copy
(and given ProfileInfo is composed of trivial types and aggregates, a
move wouldn't really do anything).
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GLRasterizer: Implemented instanced vertex arrays.
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Shaders/TEXS: Write to the correct output register when swizzling.
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Shaders: Use the correct shader type when sampling textures.
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Added CheckFreeCommunicationPermission
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New account backend to allow for future extended support
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Implemented RGBA8_UINT
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Needed by kirby
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Avoids potentially leaving this variable uninitialized based off the
loader failing to retrieve the ID value.
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This fixes save files not loading in splatoon 2
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Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
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Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
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Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
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Shaders/TEXS: Fixed the component mask in the TEXS instruction.
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Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
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Added WrapMode MirrorOnceClampToEdge
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Shaders: Implemented a stack for the SSY/SYNC instructions.
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It is unknown how TLD4S determines the sampler type, more research is needed.
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Different sampler types have their parameters in different registers.
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instructions.
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Shaders: Added decodings for the LDG and STG instructions.
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Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
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conversion instructions.
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Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
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