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[Android] Fix three limits in GLES2InfoFragment.java. #5
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Why were these commented before? Would like more context (maybe in the commit message). |
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@delroth HdkR had initially commented them out since integer range parsing hadn't been implemented at the time, and it was just forgotten about, I suppose. |
Sonicadvance1
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Jan 29, 2014
[Android] Fix three limits in GLES2InfoFragment.java.
delroth
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Jul 12, 2014
Make the emulation stop asynchronous to prevent deadlocks.
delroth
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Aug 4, 2014
Isolate D3D and Software Renderer from wxWidgets code
JeremyRand
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Apr 1, 2015
update from original
ligfx
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Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros. world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea what I'm doing with graphics shaders, and mostly just want to see what happens when this goes through FifoCI.
ligfx
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Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros. world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea what I'm doing with graphics shaders, and mostly just want to see what happens when this goes through FifoCI.
ligfx
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Oct 29, 2016
… mode Makes the vines and flowers appear again in the New Super Mario Bros. world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea what I'm doing with graphics shaders, and mostly just want to see what happens when this goes through FifoCI.
ligfx
added a commit
to ligfx/dolphin
that referenced
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Oct 29, 2016
… mode Makes the vines and flowers appear again in the New Super Mario Bros. world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea what I'm doing with graphics shaders, and mostly just want to see what happens when this goes through FifoCI.
ligfx
added a commit
to ligfx/dolphin
that referenced
this pull request
Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros. world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea what I'm doing with graphics shaders, and mostly just want to see what happens when this goes through FifoCI.
ligfx
added a commit
to ligfx/dolphin
that referenced
this pull request
Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros. world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea what I'm doing with graphics shaders, and mostly just want to see what happens when this goes through FifoCI.
ligfx
added a commit
to ligfx/dolphin
that referenced
this pull request
Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros. world map on World dolphin-emu#5 on my computer, macOS w/ Intel graphics (a regression starting in 93109df). I have no idea what I'm doing with graphics shaders, and mostly just want to see what happens when this goes through FifoCI. From a reading of ARB_blend_func_extended, it sounds like binding dual-source blending outputs might be undefined when a dual-source blend mode is not being used.
ligfx
added a commit
to ligfx/dolphin
that referenced
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Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros. world map on World dolphin-emu#5 on my computer, macOS w/ Intel graphics (a regression starting in 93109df). I have no idea what I'm doing with graphics shaders, and mostly just want to see what happens when this goes through FifoCI. From a reading of ARB_blend_func_extended, it sounds like binding dual-source blending outputs might be undefined when a dual-source blend mode is not being used.
leoetlino
added a commit
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Jul 2, 2017
Imports/exports don't always use the title key. Exporting a title and importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5), not the title key (at all). To make things even more fun, some versions of IOS have a bug that causes it to use a zeroed key instead of the PRNG key. When Nintendo decided to fix it, they added checks to keep using the zeroed key only in affected titles to avoid making existing exports useless. (Thanks to tueidj for drawing my attention to this. I missed this edge case during the initial implementation.) This commit implements these checks so we are using the correct key in all of these cases. We now also use IOSC for decryption/encryption since built-in key handles are used. And we now reject any invalid common key index, just like ES.
leoetlino
added a commit
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Jul 2, 2017
Imports/exports don't always use the title key. Exporting a title and importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5), not the title key (at all). To make things even more fun, some versions of IOS have a bug that causes it to use a zeroed key instead of the PRNG key. When Nintendo decided to fix it, they added checks to keep using the zeroed key only in affected titles to avoid making existing exports useless. (Thanks to tueidj for drawing my attention to this. I missed this edge case during the initial implementation.) This commit implements these checks so we are using the correct key in all of these cases. We now also use IOSC for decryption/encryption since built-in key handles are used. And we now reject any invalid common key index, just like ES.
leoetlino
added a commit
to leoetlino/dolphin
that referenced
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Jul 5, 2017
Imports/exports don't always use the title key. Exporting a title and importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5), not the title key (at all). To make things even more fun, some versions of IOS have a bug that causes it to use a zeroed key instead of the PRNG key. When Nintendo decided to fix it, they added checks to keep using the zeroed key only in affected titles to avoid making existing exports useless. (Thanks to tueidj for drawing my attention to this. I missed this edge case during the initial implementation.) This commit implements these checks so we are using the correct key in all of these cases. We now also use IOSC for decryption/encryption since built-in key handles are used. And we now reject any invalid common key index, just like ES.
leoetlino
added a commit
to leoetlino/dolphin
that referenced
this pull request
Jul 8, 2017
Imports/exports don't always use the title key. Exporting a title and importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5), not the title key (at all). To make things even more fun, some versions of IOS have a bug that causes it to use a zeroed key instead of the PRNG key. When Nintendo decided to fix it, they added checks to keep using the zeroed key only in affected titles to avoid making existing exports useless. (Thanks to tueidj for drawing my attention to this. I missed this edge case during the initial implementation.) This commit implements these checks so we are using the correct key in all of these cases. We now also use IOSC for decryption/encryption since built-in key handles are used. And we now reject any invalid common key index, just like ES.
leoetlino
added a commit
to leoetlino/dolphin
that referenced
this pull request
Jul 14, 2017
Imports/exports don't always use the title key. Exporting a title and importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5), not the title key (at all). To make things even more fun, some versions of IOS have a bug that causes it to use a zeroed key instead of the PRNG key. When Nintendo decided to fix it, they added checks to keep using the zeroed key only in affected titles to avoid making existing exports useless. (Thanks to tueidj for drawing my attention to this. I missed this edge case during the initial implementation.) This commit implements these checks so we are using the correct key in all of these cases. We now also use IOSC for decryption/encryption since built-in key handles are used. And we now reject any invalid common key index, just like ES.
Merged
leoetlino
added a commit
to leoetlino/dolphin
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Jul 21, 2017
Imports/exports don't always use the title key. Exporting a title and importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5), not the title key (at all). To make things even more fun, some versions of IOS have a bug that causes it to use a zeroed key instead of the PRNG key. When Nintendo decided to fix it, they added checks to keep using the zeroed key only in affected titles to avoid making existing exports useless. (Thanks to tueidj for drawing my attention to this. I missed this edge case during the initial implementation.) This commit implements these checks so we are using the correct key in all of these cases. We now also use IOSC for decryption/encryption since built-in key handles are used. And we now reject any invalid common key index, just like ES.
FaultyPine
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to FaultyPine/dolphin
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Apr 24, 2022
Brawlback settings pane
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