Age | Commit message (Collapse) | Author |
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shader/memory: Implement generic memory stores and loads (ST and LD)
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yuzu/configuration/config: Specify string conversions explicitly
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Port citra-emu/citra#4716: "HLE/IPC: HLEContext can memorize the client thread and use it for SleepClientThread"
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externals: Update glad to support OpenGL 4.6 compatibility profile
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This allows for forming comment nodes without making unnecessary copies
of the std::string instance.
e.g. previously:
Comment(fmt::format("Base address is c[0x{:x}][0x{:x}]",
cbuf->GetIndex(), cbuf_offset));
Would result in a copy of the string being created, as CommentNode()
takes a std::string by value (a const ref passed to a value parameter
results in a copy).
Now, only one instance of the string is ever moved around. (fmt::format
returns a std::string, and since it's returned from a function by value,
this is a prvalue (which can be treated like an rvalue), so it's moved
into Comment's string parameter), we then move it into the CommentNode
constructor, which then moves the string into its member variable).
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Keeps the shader code file endings consistent.
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Amends cases where we were using things that were indirectly being
satisfied through other headers. This way, if those headers change and
eliminate dependencies on other headers in the future, we don't have
cascading compilation errors.
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Now that we have an OpenGL compatibility profile we might want to use
OpenGL compatibility symbols that are not available in our current glad.
This commit has been generated with https://glad.dav1d.de/ with all
extensions enabled and OpenGL 4.6 compatibility profile.
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format string
This accidentally slipped through a rebase.
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in the cpp file
Given the array is a private static array, we can just make it
internally linked to hide it from external code. This also allows us to
remove an inclusion within the header.
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Allows the configuration code to build successfully with implicit string
conversions disabled.
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configuration/config: Move config loading and saving to functions based off groups
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yuzu/game_list: Specify string conversions explicitly
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gl_shader_decompiler: Add AddLine() overloads with single function that forwards to libfmt
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Allows the game list code to compile successfully with implicit string
conversions disabled.
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Allows the game list worker code to compile successfully with implicit
string conversions disabled.
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SMDH is a metadata format used in some executable formats for the
Nintendo 3DS. Switch executables don't utilize this metadata format, so
this just a holdover from Citra and can be corrected.
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Allows the game list item code to build with implicit string conversions
disabled.
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Allows the loading screen code to compile with implicit string
conversions disabled.
While we're at it remove unnecessary const usages, and add it to nearby
variables where appropriate.
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Allows the bootmanager code to compile with implicit string conversions
disabled.
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Allows the util code to build with implicit string conversions disabled.
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std::string concatenation
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Gets rid of the need to special-case brace handling depending on the
overload used, and makes it consistent across the board with how fmt
handles them.
Strings with compile-time deducible strings are directly forwarded to
std::string's constructor, so we don't need to worry about the
performance difference here, as it'll be identical.
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yuzu/configuration: Specify string conversions explicitly
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Revert #2466
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This reverts a tested behavior on delay slots not exiting if the exit
flag is set. Currently new tests are required in order to ensure this
behavior.
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In a lot of places throughout the decompiler, string concatenation via
operator+ is used quite heavily. This is usually fine, when not heavily
used, but when used extensively, can be a problem. operator+ creates an
entirely new heap allocated temporary string and given we perform
expressions like:
std::string thing = a + b + c + d;
this ends up with a lot of unnecessary temporary strings being created
and discarded, which kind of thrashes the heap more than we need to.
Given we utilize fmt in some AddLine calls, we can make this a part of
the ShaderWriter's API. We can make an overload that simply acts as a
passthrough to fmt.
This way, whenever things need to be appended to a string, the operation
can be done via a single string formatting operation instead of
discarding numerous temporary strings. This also has the benefit of
making the strings themselves look nicer and makes it easier to spot
errors in them.
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shader: Implement AL2P and ALD.PHYS
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kernel/svc: Reorganize and fix up the initial handling of svcSetThreadCoreMask()
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Allows the web config code to compile with implicit string conversions
disabled. We can also deduplicate the calls to create the pixmap.
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Allows the system config code to build successfully with implicit string
conversions disabled.
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This is a user-facing string, so it should be marked as translatable.
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Allows the per-game configuration to be successfully built with implicit
string conversions disabled.
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Deduplicates array accesses and uses a named variable where appropriate.
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explicitly
Allows the advanced mouse configuration code to build with implicit
string conversions disabled.
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Rather than repeatedly index arrays that have quite a large array index,
we can just use a named variable instead.
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Allows the player input configuration code to compile with implicit
string conversions disabled.
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Dma_pusher: ASSERT on empty command_list
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These are user-facing strings, so they should be localizable.
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Allows the general configuration code to successfully compile with
implicit string conversions disabled.
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Allows the gamelist configuration code to compile with implicit string
conversions disabled.
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Avoids using the system accessor more than necessary, and ensures that
both dialog boxes see the same power on state.
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We can just use qOverload here to tidy up the function cast.
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Allows the audio configuration code to build with implicit string
conversions disabled.
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Correct possible error on Rasterizer Caches
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shader/shader_ir: Minor changes
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