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2019-05-24Merge pull request #2485 from ReinUsesLisp/generic-memorybunnei
shader/memory: Implement generic memory stores and loads (ST and LD)
2019-05-24Merge pull request #2504 from lioncash/configbunnei
yuzu/configuration/config: Specify string conversions explicitly
2019-05-24Merge pull request #2489 from FearlessTobi/port-4716bunnei
Port citra-emu/citra#4716: "HLE/IPC: HLEContext can memorize the client thread and use it for SleepClientThread"
2019-05-24Merge pull request #2505 from ReinUsesLisp/glad-updatebunnei
externals: Update glad to support OpenGL 4.6 compatibility profile
2019-05-23shader/shader_ir: Make Comment() take a std::string by valueLioncash
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).
2019-05-23shader/decode/*: Add missing newline to files lacking themLioncash
Keeps the shader code file endings consistent.
2019-05-23shader/decode/*: Eliminate indirect inclusionsLioncash
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.
2019-05-22shader/decode/memory: Remove left in debug pragmaLioncash
2019-05-21externals: Update glad to support OpenGL 4.6 compatibility profileReinUsesLisp
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.
2019-05-21renderer_opengl/gl_shader_decompiler: Remove redundant name specification in ↵Lioncash
format string This accidentally slipped through a rebase.
2019-05-20shader/memory: Implement ST (generic memory)ReinUsesLisp
2019-05-20shader/memory: Implement LD (generic memory)ReinUsesLisp
2019-05-20yuzu/configuration/config: Make default hotkeys an internally-linked array ↵Lioncash
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.
2019-05-20yuzu/configuration/config: Specify string conversions explicitlyLioncash
Allows the configuration code to build successfully with implicit string conversions disabled.
2019-05-20Merge pull request #2455 from lioncash/configbunnei
configuration/config: Move config loading and saving to functions based off groups
2019-05-20Merge pull request #2503 from lioncash/utilbunnei
yuzu/game_list: Specify string conversions explicitly
2019-05-20Merge pull request #2494 from lioncash/shader-textbunnei
gl_shader_decompiler: Add AddLine() overloads with single function that forwards to libfmt
2019-05-20yuzu/game_list: Specify string conversions explicitlyLioncash
Allows the game list code to compile successfully with implicit string conversions disabled.
2019-05-20yuzu/game_list_worker: Specify string conversions explicitlyLioncash
Allows the game list worker code to compile successfully with implicit string conversions disabled.
2019-05-20yuzu/game_list_p: Amend mentions of SMDH in commentsLioncash
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.
2019-05-20yuzu/game_list_p: Specify string conversions explicitlyLioncash
Allows the game list item code to build with implicit string conversions disabled.
2019-05-20yuzu/loading_screen: Specify string conversions explicitlyLioncash
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.
2019-05-20yuzu/bootmanager: Specify string conversions explicitlyLioncash
Allows the bootmanager code to compile with implicit string conversions disabled.
2019-05-20yuzu/util: Specify string conversions explicitlyLioncash
Allows the util code to build with implicit string conversions disabled.
2019-05-20gl_shader_decompiler: Tidy up minor remaining cases of unnecessary ↵Lioncash
std::string concatenation
2019-05-20gl_shader_decompiler: Replace individual overloads with the fmt-based oneLioncash
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.
2019-05-20gl_shader_decompiler: Utilize fmt overload of AddLine() where applicableLioncash
2019-05-20Merge pull request #2499 from lioncash/translatebunnei
yuzu/configuration: Specify string conversions explicitly
2019-05-19Merge pull request #2500 from FernandoS27/revert-2466Hexagon12
Revert #2466
2019-05-19Revert #2466Fernando Sahmkow
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.
2019-05-19gl_shader_decompiler: Add AddLine() overload that forwards to fmtLioncash
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.
2019-05-19Merge pull request #2441 from ReinUsesLisp/al2pbunnei
shader: Implement AL2P and ALD.PHYS
2019-05-19Merge pull request #2410 from lioncash/affinitybunnei
kernel/svc: Reorganize and fix up the initial handling of svcSetThreadCoreMask()
2019-05-19yuzu/configuration/configure_web: Specify string conversions explicitlyLioncash
Allows the web config code to compile with implicit string conversions disabled. We can also deduplicate the calls to create the pixmap.
2019-05-19yuzu/configuration/configure_system: Specify string conversions explicitlyLioncash
Allows the system config code to build successfully with implicit string conversions disabled.
2019-05-19yuzu/configuration/configure_profile_manager: Mark UI string as translatableLioncash
This is a user-facing string, so it should be marked as translatable.
2019-05-19yuzu/configuration/configure_per_general: Specify string conversions explicitlyLioncash
Allows the per-game configuration to be successfully built with implicit string conversions disabled.
2019-05-19yuzu/configuration/configure_mouse_advanced: Clean up array accessesLioncash
Deduplicates array accesses and uses a named variable where appropriate.
2019-05-19yuzu/configuration/configure_mouse_advanced: Specify string conversions ↵Lioncash
explicitly Allows the advanced mouse configuration code to build with implicit string conversions disabled.
2019-05-19yuzu/configuration/configure_input_player: Clean up array accessesLioncash
Rather than repeatedly index arrays that have quite a large array index, we can just use a named variable instead.
2019-05-19yuzu/configuration/configure_input_player: Specify string conversions explicitlyLioncash
Allows the player input configuration code to compile with implicit string conversions disabled.
2019-05-19Merge pull request #2491 from FernandoS27/dma-fixHexagon12
Dma_pusher: ASSERT on empty command_list
2019-05-19yuzu/configuration/configure_input: Mark controller type names as translateableLioncash
These are user-facing strings, so they should be localizable.
2019-05-19yuzu/configuration/configure_general: Specify string conversions explicitlyLioncash
Allows the general configuration code to successfully compile with implicit string conversions disabled.
2019-05-19yuzu/configuration/configure_gamelist: Specify string conversions explicitlyLioncash
Allows the gamelist configuration code to compile with implicit string conversions disabled.
2019-05-19yuzu/configuration/configure_audio: Store power on query into a variableLioncash
Avoids using the system accessor more than necessary, and ensures that both dialog boxes see the same power on state.
2019-05-19yuzu/configuration/configure_audio: Tidy up function castLioncash
We can just use qOverload here to tidy up the function cast.
2019-05-19yuzu/configuration/configure_audio: Specify string conversions explicitlyLioncash
Allows the audio configuration code to build with implicit string conversions disabled.
2019-05-19Merge pull request #2452 from FernandoS27/raster-cache-fixHexagon12
Correct possible error on Rasterizer Caches
2019-05-19Merge pull request #2497 from lioncash/shader-irHexagon12
shader/shader_ir: Minor changes