- Sep 12, 2018
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Lioncash authored
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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bunnei authored
service/audio: Replace includes with forward declarations where applicable
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bunnei authored
Port Citra #4047 & #4052: add change background color support
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bunnei authored
gl_rasterizer_cache: Improve accuracy of caching and copies.
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bunnei authored
gl_rasterizer: Use ARB_texture_storage.
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bunnei authored
- Fixes several rendering issues with Super Mario Odyssey.
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Lioncash authored
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.
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bunnei authored
shader_decompiler: Implemented LEA and PSET
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bunnei authored
- This was once an optimization, but we no longer need it with the cache reserve. - This is also inaccurate.
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- Sep 11, 2018
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Markus Wick authored
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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FernandoS27 authored
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FernandoS27 authored
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bunnei authored
hle/service: Default constructors and destructors in the cpp file where applicable
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bunnei authored
Fixed renderdoc input/output textures not working due to multiple render targets
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bunnei authored
externals: Place font data within cpp files
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Lioncash authored
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.
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Lioncash authored
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.
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David Marcec authored
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Tobias authored
* Add open-source shared fonts * Address review comments
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Tobias authored
* 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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bunnei authored
gl_rasterizer: Implement clear for non-zero render targets.
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bunnei authored
gl_rasterizer_cache: Only use depth for applicable texture formats.
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bunnei authored
gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
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- Sep 10, 2018
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James Rowe authored
Remove the multi-core option from the UI
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bunnei authored
video_core: Optimize the command processor.
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Markus Wick authored
Inline the WriteReg helper as it is called ~20k times per frame.
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Markus Wick authored
This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
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MysticExile authored
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MysticExile authored
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Markus Wick authored
This virtual function is called in a very hot spot, and it does nothing. If this kind of feature is required, please be more specific and add callbacks in the switch statement within Maxwell3D::WriteReg. There is no point in having another switch statement within the rasterizer.
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bunnei authored
- Fixes an issue with Octopath Traveler leaving stale data here.
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bunnei authored
- Several misc. changes to ConfigureFramebuffers in support of this.
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bunnei authored
- Used by Octopath Traveler (with multiple render targets).
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bunnei authored
gl_rasterizer: Implement multiple color attachments.
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bunnei authored
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bunnei authored
yuzu-cmd: fix SDL logging
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bunnei authored
yuzu: Move compatibility list specifics to their own source files
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bunnei authored
hid: Implement ReloadInputDevices
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bunnei authored
service: Remove unused g_kernel_named_ports variable
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Lioncash authored
With the named port functionality all migrated over to the kernel, there's no need to keep this around anymore.
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