* Remove late accesses to attribute_config
* Refactor: Extract VertexLoader from command_processor.cpp.
Preparation for a similar concept to Dolphin or PPSSPP. These can be JIT-ed and cached.
* Move "&" to their proper place, add missing includes and make some properly relative.
* Don't keep base_address in the loader, it doesn't belong there (with it, the loader can't be cached).
* Optimize the vertex loader, nearly doubling its speed.
* Debugger fix
* Move and rename the MemoryAccesses class to MemoryAccessTracker.
This removes explicit checks sprinkled all over the codebase to instead
just have the SW rasterizer expose an implementation with no-ops for
most operations.
Some disabled debugging functionality was being called from rendering
routines in VideoCore. Although disabled, many of them still allocated
memory or did some extra work that was enough to show up in a profiler.
Gives a slight (~2ms) speedup.
* IncomingDisplayTransfer: Triggered just before a display transfer is performed.
* GSPCommandProcessed: Triggered right after a GSP command is processed.
* BufferSwapped: Triggered when the frames flip
This really should be universalized, I keep getting errors creating
commits because lines I've edited use tabs instead of spaces(and yes I
did read the contributing guide and i know they are supposed to be
spaces)
This is exposed in the GUI as a new "CiTrace Recording" widget.
Playback is implemented by a standalone 3DS homebrew application (which only runs reliably within Citra currently; on an actual 3DS it will often crash still).
@neobrain, could you confirm that this is correct?
It's been tested with various different games and fixes different textures, including in Animal Crossing, Kirby Triple Deluxe, and SMB3D.
Bit 3 is used to specify a raw copy, where no processing is done to the data, seems to behave exactly as a DMA.
Bit 1 is used to specify whether to convert from a tiled format to a linear format or viceversa.
It was trying to take the LSB from `coarse_x`, which would always be 0
and thus would always return the same texel from each byte. To add
insult to the injury, the conditional was actually the wrong way around
too.
Fixes blocky text in OoT.