- The optimizations worked a bit too well and allowed early-Z to kick in.
- Early Z inverts the logic making reads happen after writes and breaking loopback sampling.
This seems sensible enough since macOS’s archaic, deprecated OpenGL
implementation isn’t supported by RPCS3 anyways. Also fixes some CI
fails caused by GLEW as a consequence.
This PR fixes a visual bug with the Clans system, incorrectly converting
the `jid` to a user's NPID, instead of using their username.
Variable names should now be a bit clearer and avoid similar issues in
the future.
---------
Signed-off-by: zeph <zephyrzefa15@gmail.com>
This PR implements the Sony Clans subsystem for the RPCS3 emulator.
Used in:
- PlayStation Home [NPIA00005]
- ?
Addresses and closes
[#16464](https://github.com/RPCS3/rpcs3/issues/16464).
---
The source code for the server is available
[here](https://github.com/ZephyrCodesStuff/clans-rs) and is licensed
AGPLv3.
- It's written in Rust, with my best efforts in readability and
documentation.
- Every feature not-pertaining to RPCS3 has been feature-gated at
compile-time.
- Fully Dockerized deployment
- Ticket signature verification
NOTE: The server is fully compatible with the PS3 console as well, as it
follows the PS3 Clans Library specification.
---
The emulator code tries its best to follow on the steps of the RPCN
client code wherever possible; both in the Client as well as the
Settings and Config components.
Features:
- Clans client implementation in `clans_client.[h,cpp]`
- Syscalls implementation in `sceNpClans.[h,cpp]`
- A couple of missing structs and/or enum members have been added in
`sceNp.h`
- Qt GUI for selecting the desired Clans server to use (default: [HTTPS]
`clans.rpcs3.net`)
- Implemented in `clans_settings_dialog.[h,cpp]`
- Prevents modifying during emulator usage
- `clans.yml` config file for persistence
- Implemented in `clans_config.[h,cpp]`
---------
Signed-off-by: zeph <35661622+ZephyrCodesStuff@users.noreply.github.com>
Signed-off-by: zeph <zephyrzefa15@gmail.com>