| Commit message (Collapse) | Author | Age | Files | Lines |
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SSAT, SSAT16, USAT, USAT16
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PKH, SEL
SXTAB, SXTAB16, SXTB, SXTB16, SXTH, SXTAH
UXTAB, UXTAB16, UXTB, UXTB16, UXTH, UXTAH
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arm_disasm: Remove unnecessary code
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This part of disassembly only determines the opcode, there's no need for offset calculation here.
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Handle invalid `Log::Level::Count`
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Use the UNREACHABLE macro instead of `ASSERT(false, ...);`.
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Add a case of `Log::Level::Count` to all switch statements that
dispatch on `Log::Level`. The case simply asserts `false` and notes
the invalid log level.
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This gives a ~2/3 reduction in the amount of vertices that need to be
processed through the vertex loaders and the vertex shader, yielding a
good speedup.
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The char16_t/char32_t implementations aren't present in the library and
cause linker errors. This is a known issue that wasn't fixed in VS2015
RTM.
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I use two variables to save the path for the ROMs and the symbols.
Use of QSettings to avoid new member variable to the class.
Global settings of QSettings is done in main.
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dyncom: Handle the case where PC is the source register for STR/VSTM/VLDM
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OpenGL: Add a profiler category measuring framebuffer readback
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core: Eliminate some unused variable warnings
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citra-qt: Adjust initializer list order
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Silences a warning.
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Misc. GPU vertex loading fixes
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If an input attribute array had a field with less than 4 components, the
remaining components were left unset if not specified by a default
vertex attribute. If neither mechanism would set a component, it would
assume a garbage value.
It has been verified that the hardware behavior is to instead to set the
missing components from the fixed default of (0 0 0 1). The default
vertex attribute values aren't used at all if a vertex array is
specified for that attribute.
Fixes UI graphics on Fire Emblem: Awakening, a small texturing glitch
when selecting a character in Cubic Ninja, as well as eliminating the
unset-W hack which was required for Ocarina of Time to not have
garbled triangles.
This change has been tested against hardware.
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During testing, it was discovered that hardware does not interpolate
colors output by the vertex shader as-is. Rather, it drops the sign and
saturates the value to 1.0. This is done before interpolation, such that
(e.g.) interpolating outputs 1.5 and -0.5 is equivalent to as if the
shader had output the values 1.0 and 0.5 instead, with the interpolated
value never crossing 0.0.
This change has been tested against hardware.
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dyncom: Remove an unused variable
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This was used prior to InterpreterTranslate existing.
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core: Fix missing prototype warnings
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am_net: Update function table data
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Service/APT: Return proper parameters in GetLockHandle.
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applet when called.
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Documented some APT functions
This allows applets to boot.
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This is considered deprecated in the ARM manual (using PC as an operand),
however, this is still able to be executed on the MPCore (which I'm quite
sure would be rare to begin with).
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SOC:U : Fix WinSock function deprecation
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Move start menu text update in ShutdownGame as adviced by neobrain
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dyncom: Minor cleanups.
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These are already present in arm_dyncom_dec.h.
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Move input values into an array.
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dyncom: Centralize state-related functions.
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Gets rid of C-like parameter passing.
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