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https://github.com/Lime3DS/Lime3DS.git
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5961a2852d
Hardware testing determined that the GSP processes shared memory framebuffer update info even when no memory transfer or filling GX commands are used. They are now updated on every interrupt, which isn't confirmed correct but matches hardware behaviour more closely. This also reverts the hack introduced in #404. It made a few games behave better, but I believe it's incorrect and also breaks other games. |
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.. | ||
debug_utils | ||
renderer_opengl | ||
clipper.cpp | ||
clipper.h | ||
CMakeLists.txt | ||
color.h | ||
command_processor.cpp | ||
command_processor.h | ||
gpu_debugger.h | ||
math.h | ||
pica.h | ||
primitive_assembly.cpp | ||
primitive_assembly.h | ||
rasterizer.cpp | ||
rasterizer.h | ||
renderer_base.h | ||
utils.cpp | ||
utils.h | ||
vertex_shader.cpp | ||
vertex_shader.h | ||
video_core.cpp | ||
video_core.h |