| Age | Commit message (Collapse) | Author |
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The change in depth range seems to reflect better to what applications are expecting, and makes for cleaner code overall (hence is more likely to reflect hardware behavior).
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registers.
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was Vec2<T> instead.
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Build: Fixed some warnings
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Involves making asserts use printf instead of the log functions (log functions are asynchronous and, as such, the log won't be printed in time)
As such, the log type argument was removed (printf obviously can't use it, and it's made obsolete by the file and line printing)
Also removed some GEKKO cruft.
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Hardware testing determined that the GSP processes shared memory
framebuffer update info even when no memory transfer or filling GX
commands are used. They are now updated on every interrupt, which isn't
confirmed correct but matches hardware behaviour more closely.
This also reverts the hack introduced in #404. It made a few games
behave better, but I believe it's incorrect and also breaks other games.
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Pica/Rasterizer: Add ETC1 texture decompression support.
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Pica/VertexShader: Implement the MAD instruction.
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component.
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Not sure if this is a correct fix. Probably should instead change the decoding logic itself.
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Both IA4 and IA8 had their component order mixed up. Additionally, IA4 used the wrong number of nibbles per texel. A4 skipped every second texel.
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