This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.
Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:
// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();
// Assign to base class variable
rasterizer = std::move(raster)
We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.
Dual Source blending is not implemented and stuff that uses it might not work at all.
Moving a const reference isn't possible, so this just results in a copy
(and given ProfileInfo is composed of trivial types and aggregates, a
move wouldn't really do anything).
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).
This is used by Super Mario Odyssey.
The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not.
Prevents potentially making copies or doing silly things by accident
with the System instance, particularly given our current core is
designed (unfortunately) around one instantiable instance.
This will prevent the accidental case of:
auto instance = System::Instance();
being compiled without warning when it's supposed to be:
auto& instance = System::Instance();
550d662 load_store_exclusive: Define s == t state to be Constraint_NONE
0b69381 A64/translate: Allow for unpredictable behaviour to be defined
6d236d4 system: Implement MRS CNTFRQ_EL0
6cbb6fb A32/testenv: Add missing headers
6729328 externals: Update xbyak to v5.67
1812bd2 Squashed 'externals/xbyak/' changes from 2794cde7..671fc805
9a95802 externals: Document subtrees
714a840 A64: Implement SQ{ADD, SUB}, and UQ{ADD, SUB}'s vector variants
8cab459 A64: Implement UQADD/UQSUB's scalar variants
18a8151 ir: Add opcodes for unsigned saturating add and subtract
a5660ee x64/reg_alloc: Use type alias for array returned by GetArgumentInfo()
29489b5 ir/value: Use type alias CoprocessorInfo for std::array<u8, 8>
e23ba26 status_register_access: Add support for bits 0 and 1 of mask to MSR
55190bd fuzz_with_unicorn: Split utility functions into fuzz_util
23b049d A32/translate/load_store: Correct detection of writeback
7ec9f15 A32/translate: Add TranslateSingleInstruction
efeecb4 A32/ir_emitter: Bug fix: IREmitter::ExceptionRaised using incorrect opcode
08d1d19 A32/decoders: Split instruction list into include file
2d929cc tests: Refactor unicorn_emu to allow for A32 unicorn
f672368 microinstruction: Improve assert messages
7ebff50 emit_x64_vector: EmitVectorNarrow16: AVX512 implementation
edce230 emit_x64_vector: EmitVectorNarrow32: prefer pblendw to loading constant
Allows querying the inverse of IsDomain() to make things more readable.
This will likely also be usable in the event of implementing
ConvertDomainToSession().
We can make the enum class type compatible with fmt by providing an
overload of operator<<.
While we're at it, perform proper bounds checking. If something exceeds
the array, it should be a hard fail, because it's, without a doubt, a
programmer error in this case.
Many of these aren't necessary and will cause this file to be required
to be recompiled whenever any changes to those files are made, which
lengthens compile times for no reason.
This also removes an unused metadata variable from AppLoader_XCI
Using LOG_TRACE here isn't a good idea because LOG_TRACE is only enabled
when yuzu is compiled in debug mode. Debug mode is also quite slow, and
so we're potentially throwing away logging messages that can provide
value when trying to boot games.
The thread field serves to indicate which thread a log is related to and
provides the length of the thread's name, so we can print that out,
ditto for modules.
Now we can know what threads are potentially spawning off logging
messages (for example Lydie & Suelle bounces between MainThread and
LoadingThread when initializing the game).
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.
Instanced vertex arrays are not yet implemented.