| Commit message (Collapse) | Author | Age | Files | Lines |
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renderer_opengl: Namespace OpenGL code
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Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
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qt/main: Port part of citra(#3411), open savedata works
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Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
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maxwell_to_gl: Implement PrimitiveTopology::Lines
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Used by Splatoon 2's debug menu.
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Port #3902 from Citra: "Add restart hotkey & menu option"
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GPU: Implemented logic ops.
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This will ASSERT if blending is enabled at the same time as logic ops.
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logging/text_formatter: Use empty braces for initializing CONSOLE_SCREEN_BUFFER_INFO instance
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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).
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Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS …"
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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.
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Should fix any compile errors
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* 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.
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vfs: Replace mode.h include with forward declarations where applicable
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Avoids the need to rebuild these source files if the mode header
changes.
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am: Utilize std::array within PopLaunchParameter()
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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.
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audio_core/filter: Add explicit cast to assignment in Process()
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Previously this would cause warnings about implicit conversions to s16
from a double
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Resolves a -Wlogical-op-parentheses warning.
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sdmc_factory: Remove unnecessary core include
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This doesn't require the central core header to be included, it just
needs the vfs headers.
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bit_field: Convert ToBool() into explicit operator bool
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Gets rid of a TODO that is long overdue.
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Port #4056 from Citra: "Add Clear Recent Files menu action"
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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.
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rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
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This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
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renderers themselves
Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.
Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:
// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();
// Assign to base class variable
rasterizer = std::move(raster)
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romfs_factory, service/filesystem: Use forward declarations where applicable
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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
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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.
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Shaders: Implement depth writing in fragment shaders.
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We'll write <last color output reg + 2> to gl_FragDepth.
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renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
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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.
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Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
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doing format conversion) to a new texture when a game requests an old texture address with a different format.
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format reinterpretation if we're only going to clear the framebuffer.
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gl_stream_buffer: Add missing header guard
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Prevents potential compilation errors from occuring due to multiple
inclusions
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