- May 25, 2019
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Lioncash authored
This isn't actually used anywhere, so it can be removed.
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Lioncash authored
Given the std::optional can contain an object type that heap allocates, we can use std::move to avoid an unnecessary copy/allocation from occurring.
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Lioncash authored
Qt uses a signed value to represent container sizes, so this was causing a sign mismatch warning.
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Lioncash authored
Allows the software keyboard applet code to compile with implicit string conversions disabled.
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Lioncash authored
Allows the error applet to build successfully with implicit string conversions disabled.
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Lioncash authored
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- May 24, 2019
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bunnei authored
shader/memory: Implement generic memory stores and loads (ST and LD)
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bunnei authored
yuzu/configuration/config: Specify string conversions explicitly
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bunnei authored
Port citra-emu/citra#4716: "HLE/IPC: HLEContext can memorize the client thread and use it for SleepClientThread"
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bunnei authored
externals: Update glad to support OpenGL 4.6 compatibility profile
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- May 23, 2019
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Lioncash authored
This allows for forming comment nodes without making unnecessary copies of the std::string instance. e.g. previously: Comment(fmt::format("Base address is c[0x{:x}][0x{:x}]", cbuf->GetIndex(), cbuf_offset)); Would result in a copy of the string being created, as CommentNode() takes a std::string by value (a const ref passed to a value parameter results in a copy). Now, only one instance of the string is ever moved around. (fmt::format returns a std::string, and since it's returned from a function by value, this is a prvalue (which can be treated like an rvalue), so it's moved into Comment's string parameter), we then move it into the CommentNode constructor, which then moves the string into its member variable).
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Lioncash authored
Keeps the shader code file endings consistent.
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Lioncash authored
Amends cases where we were using things that were indirectly being satisfied through other headers. This way, if those headers change and eliminate dependencies on other headers in the future, we don't have cascading compilation errors.
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- May 22, 2019
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Lioncash authored
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- May 21, 2019
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ReinUsesLisp authored
Now that we have an OpenGL compatibility profile we might want to use OpenGL compatibility symbols that are not available in our current glad. This commit has been generated with https://glad.dav1d.de/ with all extensions enabled and OpenGL 4.6 compatibility profile.
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Lioncash authored
This accidentally slipped through a rebase.
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ReinUsesLisp authored
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ReinUsesLisp authored
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Lioncash authored
Given the array is a private static array, we can just make it internally linked to hide it from external code. This also allows us to remove an inclusion within the header.
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Lioncash authored
Allows the configuration code to build successfully with implicit string conversions disabled.
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bunnei authored
configuration/config: Move config loading and saving to functions based off groups
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bunnei authored
yuzu/game_list: Specify string conversions explicitly
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bunnei authored
gl_shader_decompiler: Add AddLine() overloads with single function that forwards to libfmt
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- May 20, 2019
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Lioncash authored
Allows the game list code to compile successfully with implicit string conversions disabled.
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Lioncash authored
Allows the game list worker code to compile successfully with implicit string conversions disabled.
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Lioncash authored
SMDH is a metadata format used in some executable formats for the Nintendo 3DS. Switch executables don't utilize this metadata format, so this just a holdover from Citra and can be corrected.
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Lioncash authored
Allows the game list item code to build with implicit string conversions disabled.
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Lioncash authored
Allows the loading screen code to compile with implicit string conversions disabled. While we're at it remove unnecessary const usages, and add it to nearby variables where appropriate.
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Lioncash authored
Allows the bootmanager code to compile with implicit string conversions disabled.
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Lioncash authored
Allows the util code to build with implicit string conversions disabled.
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Lioncash authored
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Lioncash authored
Gets rid of the need to special-case brace handling depending on the overload used, and makes it consistent across the board with how fmt handles them. Strings with compile-time deducible strings are directly forwarded to std::string's constructor, so we don't need to worry about the performance difference here, as it'll be identical.
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Lioncash authored
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bunnei authored
yuzu/configuration: Specify string conversions explicitly
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- May 19, 2019
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Hexagon12 authored
Revert #2466
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Fernando Sahmkow authored
This reverts a tested behavior on delay slots not exiting if the exit flag is set. Currently new tests are required in order to ensure this behavior.
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Lioncash authored
In a lot of places throughout the decompiler, string concatenation via operator+ is used quite heavily. This is usually fine, when not heavily used, but when used extensively, can be a problem. operator+ creates an entirely new heap allocated temporary string and given we perform expressions like: std::string thing = a + b + c + d; this ends up with a lot of unnecessary temporary strings being created and discarded, which kind of thrashes the heap more than we need to. Given we utilize fmt in some AddLine calls, we can make this a part of the ShaderWriter's API. We can make an overload that simply acts as a passthrough to fmt. This way, whenever things need to be appended to a string, the operation can be done via a single string formatting operation instead of discarding numerous temporary strings. This also has the benefit of making the strings themselves look nicer and makes it easier to spot errors in them.
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bunnei authored
shader: Implement AL2P and ALD.PHYS
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bunnei authored
kernel/svc: Reorganize and fix up the initial handling of svcSetThreadCoreMask()
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Lioncash authored
Allows the web config code to compile with implicit string conversions disabled. We can also deduplicate the calls to create the pixmap.
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