| Age | Commit message (Collapse) | Author |
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As far as I can tell, memset was replaced by a fill without correcting
the parameter type, causing an out-of-bounds array read in the Vec4
constructor.
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This makes clang-format useful on those.
Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
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The static meant that after the first execution, these lambda context
would be pointing to a random location on the stack. Fixes a random
crash when using the interpreter.
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Pica: Implement texture type 3 (Projection2D)
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* Remove late accesses to attribute_config
* Refactor: Extract VertexLoader from command_processor.cpp.
Preparation for a similar concept to Dolphin or PPSSPP. These can be JIT-ed and cached.
* Move "&" to their proper place, add missing includes and make some properly relative.
* Don't keep base_address in the loader, it doesn't belong there (with it, the loader can't be cached).
* Optimize the vertex loader, nearly doubling its speed.
* Debugger fix
* Move and rename the MemoryAccesses class to MemoryAccessTracker.
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This has been entirely superseded by MicroProfile. The rest of the code
can go when a simpler frametime/FPS meter is added to the GUI.
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Preparation for a similar concept to Dolphin or PPSSPP. These can be JIT-ed and cached.
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return addresses.
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- This is because we compile the full shader code space, and therefore its common to compile malformed instructions.
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instructions.
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Common: Remove Common::make_unique, use std::make_unique
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