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2018-09-13audio_core/time_stretch: Silence truncation warnings in Process()Lioncash
The SoundTouch API only accepts uint amount of samples.
2018-09-13ipc: minor fixValentin Vanelslande
2018-09-12Use ARB_multi_bind for uniform buffers (#1287)ReinUsesLisp
* gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback
2018-09-12Merge pull request #1298 from lioncash/viewbunnei
audio_core/sink_details: Change std::string parameter into std::string_view
2018-09-12Merge pull request #1302 from lioncash/configbunnei
yuzu/configure_gamelist: Mark combo-box strings as translatable
2018-09-12Merge pull request #1163 from FearlessTobi/add-audio-stretchingbunnei
audio_core: Add audio stretching support
2018-09-12gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.bunnei
- Fixes a regression with Sonic Mania with ARB_texture_storage.
2018-09-12Merge pull request #1297 from lioncash/plbunnei
pl_u: Eliminate mutable file-scope state
2018-09-12Merge pull request #1263 from FernandoS27/tex-modebunnei
shader_decompiler: Implemented (Partially) Texture Processing Modes
2018-09-12audio_core: Flush stream when not playing anythingMerryMage
2018-09-12Implemented Texture Processing ModesFernandoS27
2018-09-12Merge pull request #1303 from lioncash/errorbunnei
kernel/errors: Amend invalid thread priority and invalid processor ID error codes
2018-09-12svc: Return ERR_INVALID_PROCESSOR_ID in CreateThread() if an invalid ↵Lioncash
processor ID is given This is what the kernel does for an out-of-range processor ID.
2018-09-12kernel/errors: Correct error codes for invalid thread priority and invalid ↵Lioncash
processor ID
2018-09-12svc: Do nothing if svcOutputDebugString() is given a length of zeroLioncash
While unlikely, it does avoid constructing a std::string and unnecessarily calling into the memory code if a game or executable decides to be really silly about their logging.
2018-09-12svc: Correct parameter type for OutputDebugString()Lioncash
This should be a u64 to represent size.
2018-09-12yuzu/configure_gamelist: Make combo box strings translatableLioncash
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.
2018-09-12yuzu/configure_gamelist: Use std::array instead of std::vector for ↵Lioncash
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.
2018-09-12yuzu/configure_gamelist: Move combo box initializtion to their own functionsLioncash
Keeps the individual initialization of the combo boxes logically separate. We also shouldn't be dumping this sort of thing in the constructor directly.
2018-09-11Merge pull request #1296 from lioncash/prepobunnei
service/prepo: Move class into the cpp file
2018-09-11Merge pull request #1301 from lioncash/qtbunnei
game_list: Resolve variable shadowing within LoadCompatibilityList()
2018-09-11Merge pull request #1300 from lioncash/audiobunnei
service/audio: Replace includes with forward declarations where applicable
2018-09-11Merge pull request #1278 from tech4me/bg-color-fixbunnei
Port Citra #4047 & #4052: add change background color support
2018-09-11Merge pull request #1295 from bunnei/accurate-copiesbunnei
gl_rasterizer_cache: Improve accuracy of caching and copies.
2018-09-11Merge pull request #1294 from degasus/optimizationsbunnei
gl_rasterizer: Use ARB_texture_storage.
2018-09-11gl_rasterizer_cache: Always blit on recreate, regardless of format.bunnei
- Fixes several rendering issues with Super Mario Odyssey.
2018-09-11game_list: Resolve variable shadowing within LoadCompatibilityList()Lioncash
"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.
2018-09-11game_list: Use QJsonValueRef() within LoadCompatibilityList()Lioncash
This way, we aren't constructing unnecessary QJsonValue instances.
2018-09-11service/audio: Replace includes with forward declarations where applicableLioncash
A few headers were including other headers when a forward declaration can be used instead, allowing the include to be moved to the cpp file.
2018-09-11audio_core/sink_details: Change std::string parameter into std::string_viewLioncash
The given string is only ever used for lookup and comparison, so we can just utilize a non-owning view to string data here
2018-09-11pl_u: Eliminate mutable file-scope stateLioncash
Converts the PL_U internals to use the PImpl idiom and makes the state part of the Impl struct, eliminating mutable global/file state.
2018-09-11service/prepo: Move class into the cpp fileLioncash
This doesn't need to be exposed within the header and be kept in the translation unit, eliminating the need to include anything within the header.
2018-09-11gl_shader_cache: Remove cache_width/cache_height.bunnei
- This was once an optimization, but we no longer need it with the cache reserve. - This is also inaccurate.
2018-09-11gl_rasterizer: Use ARB_texture_storage.Markus Wick
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.
2018-09-11Implemented LEA and PSETFernandoS27
2018-09-11Implemented encodings for LEA and PSETFernandoS27
2018-09-11Merge pull request #1291 from lioncash/defaultbunnei
hle/service: Default constructors and destructors in the cpp file where applicable
2018-09-11Merge pull request #1292 from ogniK5377/renderdoc-fixbunnei
Fixed renderdoc input/output textures not working due to multiple render targets
2018-09-11externals: Place font data within cpp filesLioncash
This places the font data within cpp files, which mitigates the possibility of the font data being duplicated within the binary if it's referred to in more than one translation unit in the future. It also stores the data within a std::array, which is more flexible when it comes to operating with the standard library. Furthermore, it makes the data arrays const. This is what we want, as it allows the compiler to store the data within the read-only segment. As it is, having several large sections of mutable data like this just leaves spots in memory that we can accidentally write to (via accidental overruns, what have you) and actually have it work. This ensures the font data remains the same no matter what.
2018-09-10hle/service: Default constructors and destructors in the cpp file where ↵Lioncash
applicable When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
2018-09-11Fixed renderdoc input/output textures not working due to render targetsDavid Marcec
2018-09-10Use open-source shared fonts if no dumped file is available (#1269)Tobias
* Add open-source shared fonts * Address review comments
2018-09-10Port #4141 from citra: Joystick hotplug support (#1275)Tobias
* 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
2018-09-10Merge pull request #1286 from bunnei/multi-clearbunnei
gl_rasterizer: Implement clear for non-zero render targets.
2018-09-10Merge pull request #1285 from bunnei/depth-fixbunnei
gl_rasterizer_cache: Only use depth for applicable texture formats.
2018-09-10Merge pull request #1284 from bunnei/bgra8_srgbbunnei
gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
2018-09-10Merge pull request #1288 from MysticExile/remove-multicoreJames Rowe
Remove the multi-core option from the UI
2018-09-10video_core: Refactor command_processor.Markus Wick
Inline the WriteReg helper as it is called ~20k times per frame.
2018-09-10video_core: Move command buffer loop.Markus Wick
This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
2018-09-10Remove multicore configure_general.uiMysticExile