Age | Commit message (Collapse) | Author |
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Dma_pusher: ASSERT on empty command_list
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Correct possible error on Rasterizer Caches
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shader/shader_ir: Minor changes
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gl_shader_disk_cache: Minor cleanup
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This is a measure to avoid crashes on command list reading as an empty
command_list is considered a NOP.
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service/audren_u: Get rid of magic values within GetAudioRendererWorkBufferSize
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video_core/gpu_thread: Remove redundant copy constructor for CommandDataContainer
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service/set: Correct and simplify behavior related to copying language codes
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GPU/MMEInterpreter: Ignore the 'exit' flag when it's executed inside a delay slot.
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yuzu: Remove explicit types from locks where applicable
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maxwell_3d: reduce severity of different component formats assert.
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video_core/engines/maxwell_3d: Add is_trivially_copyable_v check for Regs
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video_core/engines/maxwell_3d: Simplify for loops into ranged for loops within InitializeRegisterDefaults()
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service/am: Add missing return in error case for IStorageAccessor's Read/Write()
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gl_rasterizer: Pass the right number of array quad vertices count
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gl_rasterizer: Limit OpenGL point size to a minimum of 1
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video_core/engines/engine_upload: Minor tidying
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maxwell_to_gl: Add TriangleFan primitive topology
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ipc_helpers: Amend floating-point type in Pop<double> specialization
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yuzu/debugger: Specify string conversions explicitly
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core/kernel/object: Rename ResetType enum members for clarity
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kernel/svc: Mark GetThreadList() and UnmapProcessCodeMemory() as internally linked
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yuzu/applets/profile_select: Mark header string as translatable
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gl_shader_gen: std::move objects where applicable
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yuzu/bootmanager: Explicitly enable deprecated OpenGL features on compat
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constexpr internally links by default, so the inline specifier is
unnecessary.
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Many of these constructors don't even need to be templated. The only
ones that need to be templated are the ones that actually make use of
the parameter pack.
Even then, since std::vector accepts an initializer list, we can supply
the parameter pack directly to it instead of creating our own copy of
the list, then copying it again into the std::vector.
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Operation() overloads where applicable
These overloads don't actually make use of the parameter pack, so they
can be turned into regular non-template function overloads.
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These don't actually modify instance state, so they can be marked as
const member functions
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This has been left unused since the removal of the vestigial surface
viewer. Given it has no uses left, this can be removed as well.
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file
Given the class contains quite a lot of non-trivial types, place the
constructor and destructor within the cpp file to avoid inlining
construction and destruction code everywhere the class is used.
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Avoids performing copies into the pair being returned. Instead, we can
just move the resources into the pair, avoiding the need to make copies
of both the std::string and ShaderEntries struct.
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ShaderDiskCacheOpenGL
Given the offset is assigned a fixed value in the constructor, we can
just assign it directly and get rid of the need to write the name of the
variable again in the constructor initializer list.
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Given the disk shader cache contains non-trivial types, we should
default it in the cpp file in order to prevent inlining of the
complex destruction logic.
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The standard library expects hash specializations that don't throw
exceptions. Make this explicit in the type to allow selection of better
code paths if possible in implementations.
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LoadDecompiledEntry()
We don't need to load the code into a vector and then construct a string
over the data. We can just create a string with the necessary size ahead
of time, and read the data directly into it, getting rid of an
unnecessary heap allocation.
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std::move does nothing when applied to a const variable. Resources can't
be moved if the object is immutable. With this change, we don't end up
making several unnecessary heap allocations and copies.
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Booleans don't have a guaranteed size, but we still want to have them
integrate into the disk cache system without needing to actually use a
different type. We can do this by supplying non-template overloads for
the bool type.
Non-template overloads always have precedence during function
resolution, so this is safe to provide.
This gets rid of the need to smatter ternary conditionals, as well as
the need to use u8 types to store the value in.
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This is a user-facing string, so it should be marked as translatable.
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explicitly
Allows the graphics breakpoints to compile with implicit string
conversions disabled.
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This allows the microprofile widget to compile with implicit string
conversions disabled.
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Allows compiling the wait tree widget with implicit string conversions
disabled.
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Currently, this overload isn't used, so this wasn't actually hit in any
code, only the float overload is used.
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linked
These are only used from within this translation unit, so they don't
need to have external linkage. They were intended to be marked with this
anyways to be consistent with the other service functions.
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Read()/Write().
Previously this would fall through and return successfully, despite
being an out of bounds read or write.
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Renames the members to more accurately indicate what they signify.
"OneShot" and "Sticky" are kind of ambiguous identifiers for the reset
types, and can be kind of misleading. Automatic and Manual communicate
the kind of reset type in a clearer manner. Either the event is
automatically reset, or it isn't and must be manually cleared.
The "OneShot" and "Sticky" terminology is just a hold-over from Citra
where the kernel had a third type of event reset type known as "Pulse".
Given the Switch kernel only has two forms of event reset types, we
don't need to keep the old terminology around anymore.
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yuzu/{about_dialog, main}: Specify string conversions explicitly for SCM-related info
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