early-access version 3454
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@ -1,7 +1,7 @@
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yuzu emulator early access
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yuzu emulator early access
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=============
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=============
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This is the source code for early-access 3453.
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This is the source code for early-access 3454.
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## Legal Notice
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## Legal Notice
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@ -652,24 +652,24 @@ bool SDLDriver::IsVibrationEnabled(const PadIdentifier& identifier) {
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}
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}
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void SDLDriver::SendVibrations() {
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void SDLDriver::SendVibrations() {
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std::vector<VibrationRequest> filtered_virations{};
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std::vector<VibrationRequest> filtered_vibrations{};
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while (!vibration_queue.Empty()) {
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while (!vibration_queue.Empty()) {
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VibrationRequest request;
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VibrationRequest request;
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vibration_queue.Pop(request);
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vibration_queue.Pop(request);
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const auto joystick = GetSDLJoystickByGUID(request.identifier.guid.RawString(),
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const auto joystick = GetSDLJoystickByGUID(request.identifier.guid.RawString(),
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static_cast<int>(request.identifier.port));
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static_cast<int>(request.identifier.port));
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const auto it = std::find_if(filtered_virations.begin(), filtered_virations.end(),
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const auto it = std::find_if(filtered_vibrations.begin(), filtered_vibrations.end(),
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[request](VibrationRequest vibration) {
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[request](VibrationRequest vibration) {
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return vibration.identifier == request.identifier;
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return vibration.identifier == request.identifier;
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});
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});
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if (it == filtered_virations.end()) {
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if (it == filtered_vibrations.end()) {
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filtered_virations.push_back(std::move(request));
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filtered_vibrations.push_back(std::move(request));
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continue;
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continue;
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}
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}
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*it = request;
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*it = request;
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}
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}
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for (const auto& vibration : filtered_virations) {
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for (const auto& vibration : filtered_vibrations) {
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const auto joystick = GetSDLJoystickByGUID(vibration.identifier.guid.RawString(),
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const auto joystick = GetSDLJoystickByGUID(vibration.identifier.guid.RawString(),
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static_cast<int>(vibration.identifier.port));
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static_cast<int>(vibration.identifier.port));
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joystick->RumblePlay(vibration.vibration);
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joystick->RumblePlay(vibration.vibration);
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@ -164,6 +164,7 @@ void DrawManager::DrawEnd(u32 instance_count, bool force_draw) {
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draw_state.index_buffer.count =
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draw_state.index_buffer.count =
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static_cast<u32>(draw_state.inline_index_draw_indexes.size() / 4);
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static_cast<u32>(draw_state.inline_index_draw_indexes.size() / 4);
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draw_state.index_buffer.format = Maxwell3D::Regs::IndexFormat::UnsignedInt;
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draw_state.index_buffer.format = Maxwell3D::Regs::IndexFormat::UnsignedInt;
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maxwell3d->dirty.flags[VideoCommon::Dirty::IndexBuffer] = true;
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ProcessDraw(true, instance_count);
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ProcessDraw(true, instance_count);
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draw_state.inline_index_draw_indexes.clear();
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draw_state.inline_index_draw_indexes.clear();
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break;
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break;
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@ -22,7 +22,7 @@ BlitImageHelper::~BlitImageHelper() = default;
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void BlitImageHelper::BlitColor(GLuint dst_framebuffer, GLuint src_image_view, GLuint src_sampler,
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void BlitImageHelper::BlitColor(GLuint dst_framebuffer, GLuint src_image_view, GLuint src_sampler,
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const Region2D& dst_region, const Region2D& src_region,
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const Region2D& dst_region, const Region2D& src_region,
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const Extent3D& src_size) {
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const Extent3D& src_size) {
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glEnable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_STENCIL_TEST);
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@ -31,7 +31,6 @@ void BlitImageHelper::BlitColor(GLuint dst_framebuffer, GLuint src_image_view, G
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_ALPHA_TEST);
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glDisablei(GL_BLEND, 0);
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glDisablei(GL_BLEND, 0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glFrontFace(GL_CW);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthRangeIndexed(0, 0.0, 0.0);
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glDepthRangeIndexed(0, 0.0, 0.0);
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@ -357,6 +357,7 @@ void RasterizerOpenGL::DrawTexture() {
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.y = static_cast<s32>(draw_texture_state.src_y1)}};
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.y = static_cast<s32>(draw_texture_state.src_y1)}};
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blit_image.BlitColor(texture_cache.GetFramebuffer()->Handle(), texture.DefaultHandle(),
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blit_image.BlitColor(texture_cache.GetFramebuffer()->Handle(), texture.DefaultHandle(),
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sampler->Handle(), dst_region, src_region, texture.size);
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sampler->Handle(), dst_region, src_region, texture.size);
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state_tracker.InvalidateState();
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}
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}
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++num_queued_commands;
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++num_queued_commands;
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