| Commit message (Collapse) | Author | Files | Lines |
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Keeps the implementation hidden from the intended API and lessens the
header dependencies on the interpreter's header.
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Resolves variable shadowing scenarios up to the end of the OpenGL code
to make it nicer to review. The rest will be resolved in a following
commit.
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This allows the implementation of these types to change without
requiring a rebuild of everything that includes the macro interpreter
header.
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- Used by Undertale.
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- Fixes an issue where macros could be skipped.
- Fixes rendering of distant objects in Super Mario Odyssey.
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* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
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The branch target is signed, so multiply by 4 instead of left shifting by 2
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The Ryujinx macro interpreter and envydis were used as reference.
Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer.
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