4.0-605 10 anni, 11 mesi fa VideoCommon: disable efb access + perf querys on cph thread
4.0-604 10 anni, 11 mesi fa Do not fastmem addresses that were constant propagated
4.0-603 10 anni, 11 mesi fa Code cleanup
4.0-602 10 anni, 11 mesi fa NetPlay: Sync CPU engine between NetPlay clients/servers
4.0-601 10 anni, 11 mesi fa Fix copy and paste error in BootManager.cpp.
4.0-600 10 anni, 11 mesi fa Slight optimization in the pixel shader. We are using pow(2.0, X) in place of exp2(X). This can be faster in places that don't optimize a pow to a exp2 in this case. Notice this from here: http://cgit...
4.0-599 10 anni, 11 mesi fa Fix for previous commit. I was supposed to use GL_VERSION, not GL_RENDERER.
4.0-598 10 anni, 11 mesi fa Probe the GL_RENDERER string on Nvidia to grab the driver version.
4.0-597 10 anni, 11 mesi fa [Android] Reenable the bug for dynamic UBO array member accesses. Some information on this bug since this isn't quite true. Seemingly with the v53 driver, Qualcomm has actually fixed this bug. So we c...
4.0-596 10 anni, 11 mesi fa D3D: Verbosify an error message.
4.0-595 10 anni, 11 mesi fa OpenGL: fix scaled efb2ram copys
4.0-594 10 anni, 11 mesi fa Gameini database update. Update for WarioWare, Inc. Mega Party Games (gc) and The Legend of Zelda Skyward Sword (wii). Also remove the emulation notes regarding games using EA VP6 playback library.
4.0-593 10 anni, 11 mesi fa Fix the Zelda: The Wind Waker heat effect glitch.
4.0-592 10 anni, 11 mesi fa OpenGL: use shader 420pack if available to staticly bind ubo location
4.0-591 10 anni, 11 mesi fa OpenGL: drop UBO-workaround usage for efb2ram shaders
4.0-590 10 anni, 11 mesi fa TextureCache: Warn for invalid custom textures
4.0-589 10 anni, 11 mesi fa ogl: clamp to edge for out of bound efb access
4.0-588 10 anni, 11 mesi fa Bootmanager.cpp fixes and clean up.
4.0-587 10 anni, 11 mesi fa Allow pad settings to be set via game ini.
4.0-586 10 anni, 11 mesi fa [Android] Simplify instantiations of OverlayConfigButton.java. Also simplified resizeDrawable even more. We just acquire the resource instance and then get the display metrics directly.