Age | Commit message (Collapse) | Author |
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We were trying to delete things in the current directory instead of the actual filesystem directory. This may fix some savedata issues in some games.
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The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call.
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gl_shader_gen: Implement dual vertex shader mode.
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* More improvements to GDBStub
- Debugging of threads should work correctly with source and assembly level stepping and modifying registers and memory, meaning threads and callstacks are fully clickable in VS.
- List of modules is available to the client, with assumption that .nro and .nso are backed up by an .elf with symbols, while deconstructed ROMs keep N names.
- Initial support for floating point registers.
* Tidy up as requested in PR feedback
* Tidy up as requested in PR feedback
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- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
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Initialized memory for RequestUpdateAudioRenderer and fixed MemoryPoolSection to be more accurate
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gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
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GPU: Implement the FADD32I shader instruction.
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GPU: Corrected the decoding of FFMA for immediate operands.
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error preventing SDL from working" (#637)
* Port #3335 and #3373 from Citra
* Fixup: Use the new logging placeholders
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Let games/application know that we're offline
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Audout "Auto" functions
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Audout autos are identical to their counterpart except for the buffer type which yuzu already handles for us.
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IsAnyInternetRequestAccepted
Since we have no socket implementation we should be returning 0 to indicate we're currently offline.
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Services/FS: Return the correct error code when trying to mount a nonexistent savedata.
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- This fixes user input in SMO.
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NvOsGetConfigU32 production impl
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Port #3579 from Citra: Clean up architecture-specific defines
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savedata_factory: Always create a save directory for games.
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Settings are only used when RMOS_SET_PRODUCTION_MODE is set to 0.
If production mode is set, the error code 0x30006 is returned instead
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Port #3474 from Citra: Do not crash on unimplemented code in debug build
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Port #3505 from Citra: Fix QGLWidget viewport resize on macOS
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gl_rasterizer: Flip triangles when regs.viewport_transform[0].scale_y is negative.
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negative.
- Fixes a regression with Binding of Isaac.
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GPU: Implemented the IMNMX shader instruction.
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GPU: Implemented the BC7U texture format.
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This reverts commit 77c684c1140f6bf3fb7d4560d06d2efb1a2ee5e2.
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Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
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Remove some references to Citra
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* Add VfsFile and VfsDirectory classes
* Finish abstract Vfs classes
* Implement RealVfsFile (computer fs backend)
* Finish RealVfsFile and RealVfsDirectory
* Finished OffsetVfsFile
* More changes
* Fix import paths
* Major refactor
* Remove double const
* Use experimental/filesystem or filesystem depending on compiler
* Port partition_filesystem
* More changes
* More Overhaul
* FSP_SRV fixes
* Fixes and testing
* Try to get filesystem to compile
* Filesystem on linux
* Remove std::filesystem and document/test
* Compile fixes
* Missing include
* Bug fixes
* Fixes
* Rename v_file and v_dir
* clang-format fix
* Rename NGLOG_* to LOG_*
* Most review changes
* Fix TODO
* Guess 'main' to be Directory by filename
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GPU: Allow using the old NV04 values for the depth test function.
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These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp
This restores graphical output to Disgaea 5
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GPU: Stub the shader SYNC and DEPBAR instructions.
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GPU: Implemented the F2F 'round' rounding mode.
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GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types
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