- Jul 18, 2018
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Lioncash authored
Avoids pointless copies
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Lioncash authored
We can just take the value parameter by value which allows both moving into it, and copies at the same time, depending on the calling code.
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Lioncash authored
These operators don't modify internal class state, so they can be made const member functions. While we're at it, drop the unnecessary inline keywords. Member functions that are defined in the class declaration are already inline by default.
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Lioncash authored
This provides the equivalent behavior, but without as much boilerplate. While we're at it, explicitly default the move constructor, since we have a move-assignment operator defined.
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Lioncash authored
This makes it consistent with most of the other private utility functions.
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Lioncash authored
This doesn't actually modify the internal class state, so it can be a const member function. While we're at it, amend the function to take its arguments by const reference.
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Lioncash authored
QString initializes to an empty string by default, so this does nothing meaningful. While we're at it, use a constructor initializer list for initializing the gamelist member variable.
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Lioncash authored
There's no need to perform a separate resize.
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Lioncash authored
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Lioncash authored
A few member functions didn't actually modify class state, so these can be amended as necessary.
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Lioncash authored
This also potentially avoids warnings, considering the copy assignment operator is supposed to have a return value.
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Lioncash authored
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
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- Jul 17, 2018
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Subv authored
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Zach Hilman authored
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bunnei authored
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Michael Scire authored
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- Jul 16, 2018
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MerryMage authored
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- Jul 15, 2018
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James Rowe authored
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James Rowe authored
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bunnei authored
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bunnei authored
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bunnei authored
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- Jul 14, 2018
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James Rowe authored
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Subv authored
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Subv authored
We were trying to delete things in the current directory instead of the actual filesystem directory. This may fix some savedata issues in some games.
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David Marcec authored
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bunnei authored
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Subv authored
The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call.
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- Jul 13, 2018
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Hedges authored
* More improvements to GDBStub - Debugging of threads should work correctly with source and assembly level stepping and modifying registers and memory, meaning threads and callstacks are fully clickable in VS. - List of modules is available to the client, with assumption that .nro and .nso are backed up by an .elf with symbols, while deconstructed ROMs keep N names. - Initial support for floating point registers. * Tidy up as requested in PR feedback * Tidy up as requested in PR feedback
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bunnei authored
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bunnei authored
- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
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David Marcec authored
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David Marcec authored
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bunnei authored
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bunnei authored
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- Jul 12, 2018
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Subv authored
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