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Port #4182 from Citra: "Prefix all size_t with std::"
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game_list_p: Take map iterator contents by const reference
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yuzu/util: Antialias game list compatibility pixmaps
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We pass a hint to the QPainter instance that we want anti-aliasing on
the compatibility icons, which prevents the circles from looking fairly
jagged, and actually makes them look circular.
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Adds a missing 'i' character that was missing in compatibility.
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We don't need to copy the whole struct in this instance, we can just
utilize a reference instead.
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Previously, these were sitting outside of the Kernel namespace, which
doesn't really make sense, given they're related to the Thread class
which is within the Kernel namespace.
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* gl_rasterizer: use ARB_multi_bind for uniform buffers
* address feedback
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yuzu/configure_gamelist: Mark combo-box strings as translatable
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audio_core: Add audio stretching support
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Given these are shown to the user, they should be translatable.
While we're at it, also set up the dialog to automatically retranslate
the dialog along with the combo boxes if it receives a LanguageChange
event.
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translatable strings
We don't need to use an allocating container for these, given we know
the fixed amount of strings being used. This is just a waste of memory.
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Keeps the individual initialization of the combo boxes logically separate.
We also shouldn't be dumping this sort of thing in the constructor
directly.
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game_list: Resolve variable shadowing within LoadCompatibilityList()
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Port Citra #4047 & #4052: add change background color support
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"value" is already a used variable name within the outermost ranged-for
loop, so this variable was shadowing the outer one. This isn't a bug,
but it will get rid of a -Wshadow warning.
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This way, we aren't constructing unnecessary QJsonValue instances.
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It allows us to use texture views and it reduces the overhead within the GPU driver.
But it disallows us to reallocate the texture, but we don't do so anyways.
In the end, it is the new way to allocate textures, so there is no need to use the old way.
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* Joystick hotplug support (#4141)
* use SDL_PollEvent instead of SDL_JoystickUpdate
Register hot plugged controller by GUID if they were configured in a previous session
* Move SDL_PollEvent into its own thread
* Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call
* Fix that joystick_list gets cleared after SDL_Quit
* Add VirtualJoystick for InputDevices thats never nullptr
* fixup! Add VirtualJoystick for InputDevices thats never nullptr
* fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr
* Remove SDL_GameController, make SDL_Joystick* unique_ptr
* fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr
* Adressed feedback; fixed handling of same guid reconnects
* fixup! Adressed feedback; fixed handling of same guid reconnects
* merge the two joystick_lists into one
* make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! fixup! make SDLJoystick a member of VirtualJoystick
* SDLJoystick: Addressed review comments
* Address one missed review comment
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NavigateToGamedbEntryRequested() a const reference
The compatibility list isn't modified within any of the slots connected
to this signal, so we can make it const to enforce immutability.
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Lets us keep the generic portions of the compatibility list code
together, and allows us to introduce a type alias that makes it so we
don't need to type out a very long type declaration anymore, making the
immediate readability of some code better.
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Previously the version number got hidden after starting a game.
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gl_rasterizer: Use baseInstance instead of moving the buffer points.
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This hopefully helps our cache not to redundant upload the vertex buffer.
# Conflicts:
# src/video_core/renderer_opengl/gl_rasterizer.cpp
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This has gotten sufficiently large enough to warrant moving it to its
own source files. Especially given it dumps the file_sys headers around
code that doesn't use it for the most part.
This'll also make it easier to introduce a type alias for the
compatibility list, so a large unordered_map type declaration doesn't
need to be specified all the time (we don't want to propagate the
game_list_p.h include via the main game_list.h header).
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Mainly, from control.nacp metadata instead of cnmt metadata
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Reduces code
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file_sys: Allow for custom NAND/SD directories
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Cuts down on include dependencies, resulting in less files that need to
be rebuilt when certain things are changed.
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