1. 12 Sep, 2018 21 commits
  2. 11 Sep, 2018 14 commits
    • Markus Wick's avatar
      gl_rasterizer: Use ARB_texture_storage. · 3e973bc4
      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.
      3e973bc4
    • FernandoS27's avatar
      Implemented LEA and PSET · 5c676dc8
      FernandoS27 authored
      5c676dc8
    • FernandoS27's avatar
      Implemented encodings for LEA and PSET · 3f092271
      FernandoS27 authored
      3f092271
    • bunnei's avatar
      Merge pull request #1291 from lioncash/default · 1470b85a
      bunnei authored
      hle/service: Default constructors and destructors in the cpp file where applicable
      1470b85a
    • bunnei's avatar
      Merge pull request #1292 from ogniK5377/renderdoc-fix · 2f0ff4d2
      bunnei authored
      Fixed renderdoc input/output textures not working due to multiple render targets
      2f0ff4d2
    • bunnei's avatar
      Merge pull request #1293 from lioncash/font · 143525dc
      bunnei authored
      externals: Place font data within cpp files
      143525dc
    • Lioncash's avatar
      externals: Place font data within cpp files · 46ba1bc4
      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.
      46ba1bc4
    • Lioncash's avatar
      hle/service: Default constructors and destructors in the cpp file where applicable · 6ac955a0
      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.
      6ac955a0
    • David Marcec's avatar
    • Tobias's avatar
      Use open-source shared fonts if no dumped file is available (#1269) · 3bac3051
      Tobias authored
      * Add open-source shared fonts
      
      * Address review comments
      3bac3051
    • Tobias's avatar
      Port #4141 from citra: Joystick hotplug support (#1275) · 804115b2
      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
      804115b2
    • bunnei's avatar
      Merge pull request #1286 from bunnei/multi-clear · d6e8e16a
      bunnei authored
      gl_rasterizer: Implement clear for non-zero render targets.
      d6e8e16a
    • bunnei's avatar
      Merge pull request #1285 from bunnei/depth-fix · 12445b47
      bunnei authored
      gl_rasterizer_cache: Only use depth for applicable texture formats.
      12445b47
    • bunnei's avatar
      Merge pull request #1284 from bunnei/bgra8_srgb · d884e805
      bunnei authored
      gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
      d884e805
  3. 10 Sep, 2018 5 commits