Henrik Rydgård
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5a65334646
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Use dirty-flags more in Vulkan state setting
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2017-08-14 15:14:46 +02:00 |
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Henrik Rydgård
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776c9e384f
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Oops, broke Vulkan in the rebase somehow. Fixed.
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2017-08-14 13:52:40 +02:00 |
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 Unknown W. BracketsandHenrik Rydgård
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ca40282a10
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Dirty on various framebuf state helpers.
Ideally we should cut down on using DisableState(), or restore afterward.
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2017-08-14 11:36:07 +02:00 |
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 Unknown W. BracketsandHenrik Rydgård
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96ed8564ab
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Add some missing fragment shader state changes.
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2017-08-14 11:36:07 +02:00 |
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Henrik Rydgard
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078e1151f9
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Dirty-flag the fragment shader ID.
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2017-08-14 11:36:07 +02:00 |
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 Unknown W. BracketsandHenrik Rydgård
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f1cf92988f
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Dirty things on stencil buffer upload.
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2017-08-14 11:36:06 +02:00 |
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 Unknown W. BracketsandHenrik Rydgård
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c84efcfc97
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Dirty vertexshader state on hw bezier/spline.
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2017-08-14 11:36:06 +02:00 |
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Henrik Rydgard
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56cd991833
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All: Only recompute the vertex shader ID when dirty
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2017-08-14 11:36:06 +02:00 |
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Henrik Rydgard
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f01da87ab2
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D3D11: Make better use of the dirty flags to avoid state calls
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2017-08-14 11:36:03 +02:00 |
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Henrik Rydgard
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4e55654522
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Add some missing VIEWPORTSCISSOR dirtying.
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2017-08-14 11:35:11 +02:00 |
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 Unknown W. BracketsandHenrik Rydgård
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aa2269020a
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Dirty viewport state on framebuf resize.
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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1098bf7342
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All: Only convert viewportscissor state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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712c36b98b
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Dirty RASTER_STATE when switching between rect and non-rect primitives (culling)
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e439055a32
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All: Only convert raster state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e2b179d6e2
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All: Only convert depth stencil state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e4567c694c
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All: Only convert blend state if "dirty"
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2017-08-14 11:14:26 +02:00 |
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 Unknown W. BracketsandHenrik Rydgård
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3960a4d791
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Ensure everything is dirty on frame start.
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgård
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35c8a05d29
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Minor GPU disassembler update
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2017-08-05 18:37:03 +02:00 |
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Unknown W. Brackets
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d6affac72d
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GPU: Correct 1080p/720p crop for ultrawide/similar.
If the display is 1280x1080 or 2560x1080, we don't want to stretch width.
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2017-07-30 08:32:49 -07:00 |
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Henrik Rydgård
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f7fea57bb6
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More RIP addressing in software skinning..
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2017-07-07 15:12:57 +02:00 |
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Henrik Rydgård
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837118d230
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More RIP elimination
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2017-07-07 15:07:56 +02:00 |
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Henrik Rydgård
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86396ba39b
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Turning off the "close memory finder" lets us find more RIP addressing...
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2017-07-07 15:07:53 +02:00 |
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Henrik Rydgård
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f5e110018b
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Fix software skinning
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2017-07-07 12:57:39 +02:00 |
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Henrik Rydgård
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270001e651
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vminmax_sreg only needs a single element
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2017-07-07 11:33:07 +02:00 |
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Henrik Rydgård
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cf7939d3e4
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Get rid of remaining RIP addressing in vertex decoder
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2017-07-07 11:33:06 +02:00 |
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Henrik Rydgård
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442a7012a6
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Remove some rip addressing in vertex decoder
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2017-07-07 11:33:06 +02:00 |
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Henrik Rydgård
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99d23fb021
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X64/X86: Even more use of the context register
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2017-07-05 13:21:35 +02:00 |
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Henrik Rydgård
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385204bec6
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X64 vertex decoder: Use relative memory accesses when loading matrices.
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2017-07-05 12:51:41 +02:00 |
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Henrik Rydgård
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7939cb5024
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Minor debugging feature: Show vertex normals in GE debugger
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2017-07-02 22:51:52 +02:00 |
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Unknown W. Brackets
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c711b00d4c
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GPU: Clean up some GLES3 defaults.
It should default both of them the same way. And we already set subimage
on desktop.
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2017-07-01 16:16:59 -07:00 |
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Unknown W. Brackets
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c724df5f52
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D3D11: Fix texture scaling with blank first half.
This would cause some textures to become blank. Fixes #9813.
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2017-07-01 16:10:00 -07:00 |
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Henrik Rydgård
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dfdf54813a
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Port a small simplification to D3D9
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2017-06-09 14:53:06 +02:00 |
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Henrik Rydgård
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5f6e0feacb
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D3D11: Fix Star Ocean again (wasn't clearing stencil properly)
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2017-06-09 14:50:39 +02:00 |
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Unknown W. Brackets
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a6f56769a8
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SoftGPU: Avoid some compile warnings.
Remove some no-longer used funcs, add some switch default logs.
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2017-06-06 19:49:42 -07:00 |
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Unknown W. Brackets
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14cf862e22
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GE Debugger: Gah, fix some pointer size errors.
Happened to be 8 bytes, but not on 32-bit, of course.
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2017-06-06 19:49:10 -07:00 |
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Henrik Rydgård
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b5ed8de9e5
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Warning fix
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2017-06-05 13:39:06 +02:00 |
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Unknown W. Brackets
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73fd75c0e2
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GE Debugger: Fix replay timing drift.
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2017-06-04 20:08:17 -07:00 |
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Unknown W. Brackets
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7e26c75a27
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GE Debugger: Pass filename into dump replay.
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2017-06-04 15:11:10 -07:00 |
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Unknown W. Brackets
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d62f5f9fe2
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GE Debugger: Add some comments and cleanup.
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2017-06-04 14:51:27 -07:00 |
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Unknown W. Brackets
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f1429bc23a
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GPU: Stall properly on matrix data.
Hit an infinite loop because it kept passing the stall pause and looping.
Found when recording the God of War demo.
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2017-06-04 14:17:23 -07:00 |
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Unknown W. Brackets
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0ce48fbeb5
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GE Debugger: Reduce memory allocation.
This allows larger dumps to run without memory errors.
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2017-06-04 12:11:23 -07:00 |
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Unknown W. Brackets
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883c4e8ac8
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GE Debugger: Compress GE dumps.
This doesn't save slab memory/size, but it does improve file size.
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2017-06-04 11:10:19 -07:00 |
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Unknown W. Brackets
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23d2ababd1
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GE Debugger: Run replay using stalling.
This is faster and tests flushing better.
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2017-06-04 10:39:03 -07:00 |
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Unknown W. Brackets
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2a388ba785
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GE Debugger: Fix replay FPS.
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2017-06-04 10:39:02 -07:00 |
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Unknown W. Brackets
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80be3166af
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GE Debugger: Allocate replay memory smarter.
This ends up being a good chunk faster.
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2017-06-04 10:39:01 -07:00 |
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Unknown W. Brackets
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300961ce6e
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GE Debugger: Align texture/vertex/etc. data.
This may allow slab allocation after all, since it needs to be aligned.
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2017-06-04 10:38:59 -07:00 |
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Unknown W. Brackets
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9430145774
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GE Debugger: Fix clut command recording.
The loadclut command hasn't executed yet...
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2017-06-04 10:38:58 -07:00 |
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Unknown W. Brackets
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4a56e6ff83
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GE Debugger: Fix recording in softgpu.
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2017-06-04 10:38:58 -07:00 |
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Unknown W. Brackets
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ababe0046e
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GE Debugger: Implement memory transfer commands.
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2017-06-04 10:38:56 -07:00 |
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Unknown W. Brackets
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9f51c35df1
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GE Debugger: Fix memmem and cleanup.
Somehow the prev memmem was sometimes not working right...
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2017-06-04 10:38:56 -07:00 |
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