Age | Commit message (Collapse) | Author |
|
Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
|
|
qt/main: Port part of citra(#3411), open savedata works
|
|
Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
|
|
maxwell_to_gl: Implement PrimitiveTopology::Lines
|
|
Port #3902 from Citra: "Add restart hotkey & menu option"
|
|
GPU: Implemented logic ops.
|
|
Used by Splatoon 2's debug menu.
|
|
logging/text_formatter: Use empty braces for initializing CONSOLE_SCREEN_BUFFER_INFO instance
|
|
Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS …"
|
|
Should fix any compile errors
|
|
* Added bfttf loading
We can now load system bfttf fonts from system archives AND shared memory dumps. This allows people who have installed their system nand dumps to yuzu to automatically get shared font support. We also now don't hard code the offsets or the sizes of the shared fonts and it's all calculated for us now.
* Addressed plu fixups
* Style changes for plu
* Fixed logic error for plu and added more error checks.
|
|
instructions."
- This reverts commit 3ef4b3d4b445960576f10d1ba6521580d03e3da8.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
|
|
vfs: Replace mode.h include with forward declarations where applicable
|
|
am: Utilize std::array within PopLaunchParameter()
|
|
audio_core/filter: Add explicit cast to assignment in Process()
|
|
Resolves a -Wlogical-op-parentheses warning.
|
|
Avoids the need to rebuild these source files if the mode header
changes.
|
|
Previously this would cause warnings about implicit conversions to s16
from a double
|
|
CONSOLE_SCREEN_BUFFER_INFO instance
The previous form of initializing done here is a C-ism, an empty set of
braces is sufficient for initializing (and doesn't potentially cause
missing brace warnings, given the first member of the struct is a COORD
struct).
|
|
Gets rid of the potential for C array-to-pointer decay, and also makes
pointer arithmetic to get the end of the copy range unnecessary. We can
just use std::array's begin() and end() member functions.
|
|
sdmc_factory: Remove unnecessary core include
|
|
bit_field: Convert ToBool() into explicit operator bool
|
|
Port #4056 from Citra: "Add Clear Recent Files menu action"
|
|
25us is far too small, and would result in std::this_thread::sleep_for
being called with this as a maximum value. This means that a guest
application that produces frames instantly would only be limited to
40 kHz.
25ms is a more appropriate value, as it allows for a 60 Hz refresh
rate while providing enough slack in the negative region.
|
|
This doesn't require the central core header to be included, it just
needs the vfs headers.
|
|
|
|
|
|
Gets rid of a TODO that is long overdue.
|
|
|
|
rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
|
|
romfs_factory, service/filesystem: Use forward declarations where applicable
|
|
Shaders: Implement depth writing in fragment shaders.
|
|
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
|
|
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
|
|
GL_DEBUG_SEVERITY_LOW logs
LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
|
|
gl_stream_buffer: Add missing header guard
|
|
Avoids the need to rebuild multiple source files if the filesystem code
headers change.
This also gets rid of a few instances of indirect inclusions being
relied upon
|
|
Prevents potential compilation errors from occuring due to multiple
inclusions
|
|
We'll write <last color output reg + 2> to gl_FragDepth.
|
|
telemetry_session: Don't allocate std::string instances for program lifetime in GetTelemetryId() and RegenerateTelemetryId()
|
|
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
|
|
Shaders: Write all the enabled color outputs when a fragment shader exits.
|
|
|
|
|
|
|
|
Shaders: Fixed texture coordinates in TEX with Texture2D
|
|
The X and Y coordinates should be in gpr8 and gpr8+1, respectively.
This fixes the cutscene rendering in Sonic Mania.
|
|
sampling instruction.
|
|
acc/profile_manager: General cleanup
|
|
where applicable
Avoids the need to rebuild whatever includes the romfs factory header if
the loader header ever changes. We also don't need to include the main
core header. We can instead include the headers we specifically need.
|