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Some small sync primitive fixes, logging fixes, started to implement the 2D engine on the GPU, fixed DrawArrays, implemented a few more shader instructions, made a start on nvdrv refactor, etc...
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@ -22,14 +22,11 @@ namespace Ryujinx
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AOptimizations.DisableMemoryChecks = !Convert.ToBoolean(Parser.Value("Enable_Memory_Checks"));
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Console.WriteLine(Parser.Value("Logging_Enable_Warn"));
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bool LoggingEnableDebug = Convert.ToBoolean(Parser.Value("Logging_Enable_Debug"));
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bool LoggingEnableStub = Convert.ToBoolean(Parser.Value("Logging_Enable_Stub"));
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bool LoggingEnableInfo = Convert.ToBoolean(Parser.Value("Logging_Enable_Info"));
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bool LoggingEnableTrace = Convert.ToBoolean(Parser.Value("Logging_Enable_Trace"));
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bool LoggingEnableWarn = Convert.ToBoolean(Parser.Value("Logging_Enable_Warn"));
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bool LoggingEnableError = Convert.ToBoolean(Parser.Value("Logging_Enable_Error"));
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Log.SetEnable(LogLevel.Debug, Convert.ToBoolean(Parser.Value("Logging_Enable_Debug")));
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Log.SetEnable(LogLevel.Stub, Convert.ToBoolean(Parser.Value("Logging_Enable_Stub")));
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Log.SetEnable(LogLevel.Info, Convert.ToBoolean(Parser.Value("Logging_Enable_Info")));
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Log.SetEnable(LogLevel.Warning, Convert.ToBoolean(Parser.Value("Logging_Enable_Warn")));
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Log.SetEnable(LogLevel.Error, Convert.ToBoolean(Parser.Value("Logging_Enable_Error")));
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string[] FilteredLogClasses = Parser.Value("Logging_Filtered_Classes").Split(',', StringSplitOptions.RemoveEmptyEntries);
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