iwubcode
iwubcode
This PR updates the asset loading system to optimize it. A brief overview is given below. ### The old system * Used a `recursive_mutex`, this seems to have had a...
As part of #13681 I broke some game scenarios that have line/point expansion combined with per-vertex transforms. This PR fixes that regression.
( this builds on #14043 ) This PR adds a feature to modify EFBs created using a custom Dolphin material. This is the same feature I have been building for...
Back when I came up with the concept of assets, I originally had more complex features in mind. Something like model loading or what game engines call 'materials' which are...
While it's not a problem for the ShaderCache, it's possible for the async shader compiler pending/completed work to be holding onto data. It currently was not cleared on shutdown. ~~This...
Boolean values are 1byte in C++ but in glsl they are treated as 4bytes (same as an int). Let's write them to memory as such. Pulled from and tested in...
Previously, `EndUtilityDrawing()` would use bpmem and xfmem state to recalculate the viewport and scissors data. It did this because our utility drawing is used to render specific specific things independent...