| Age | Commit message (Collapse) | Author |
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- Fixes a regression with #594.
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Pica/VertexShader: Fixed LOOP with more than one iteration.
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Previously it wouldn't jump back to the start of the loop code once it reached the end of the block.
Fixes the texture problems in a lot of games.
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Sweeping cleanup of Common
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Redeclaring the variable inside the switch was causing weird behavior.
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core/video_core: Use in-place construction where possible
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Not really sure where the difference is, but some applications seem to use this 1:1 the same way...
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clean up texture environment logic.
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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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