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These are used heavily in OpenGL games, which now, together with the previous syncpoint changes, work perfectly. The actual implementation is rather novel as rather than using a per-class state machine for all methods we only use it for those that are known to be split across GpEntry boundaries, as a result only a single bounds check is added to the hot path of contiguous method execution and the performance loss is negligible. |
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libraries | ||
src/main | ||
.gitignore | ||
build.gradle | ||
CMakeLists.txt | ||
proguard-rules.pro |