- May 23, 2019
-
-
Lioncash authored
While we're at it, also invert the conditional into a guard clause.
-
Lioncash authored
nullptr was being returned in the error case, which, at a glance may seem perfectly OK... until you realize that std::string has the invariant that it may not be constructed from a null pointer. This means that if this error case was ever hit, then the application would most likely crash from a thrown exception in std::string's constructor. Instead, we can change the function to return an optional value, indicating if a failure occurred.
-
Lioncash authored
These are already present within the header, so they don't need to be repeated in the cpp file.
-
Lioncash authored
Makes the parameter ordering consistent, and also makes the filename parameter a std::string. A std::string would be constructed anyways with the previous code, as IOFile's only constructor with a filepath is one taking a std::string. We can also make WriteStringToFile's string parameter utilize a std::string_view for the string, making use of our previous changes to IOFile.
-
Lioncash authored
The file stream open functions have supported std::string overloads since C++11, so we don't need to use c_str() here. Same behavior, less code.
-
Lioncash authored
We don't need to force the usage of a std::string here, and can instead use a std::string_view, which allows writing out other forms of strings (e.g. C-style strings) without any unnecessary heap allocations.
-
- May 22, 2019
-
-
Lioncash authored
-
- May 21, 2019
-
-
Lioncash authored
This accidentally slipped through a rebase.
-
bunnei authored
configuration/config: Move config loading and saving to functions based off groups
-
bunnei authored
yuzu/game_list: Specify string conversions explicitly
-
bunnei authored
gl_shader_decompiler: Add AddLine() overloads with single function that forwards to libfmt
-
- May 20, 2019
-
-
Lioncash authored
Allows the game list code to compile successfully with implicit string conversions disabled.
-
Lioncash authored
Allows the game list worker code to compile successfully with implicit string conversions disabled.
-
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.
-
Lioncash authored
Allows the game list item code to build with implicit string conversions disabled.
-
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.
-
Lioncash authored
Allows the bootmanager code to compile with implicit string conversions disabled.
-
Lioncash authored
Allows the util code to build with implicit string conversions disabled.
-
Lioncash authored
-
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.
-
Lioncash authored
-
bunnei authored
yuzu/configuration: Specify string conversions explicitly
-
- May 19, 2019
-
-
Hexagon12 authored
Revert #2466
-
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.
-
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.
-
bunnei authored
shader: Implement AL2P and ALD.PHYS
-
bunnei authored
kernel/svc: Reorganize and fix up the initial handling of svcSetThreadCoreMask()
-
Lioncash authored
Allows the web config code to compile with implicit string conversions disabled. We can also deduplicate the calls to create the pixmap.
-
Lioncash authored
Allows the system config code to build successfully with implicit string conversions disabled.
-
Lioncash authored
This is a user-facing string, so it should be marked as translatable.
-
Lioncash authored
Allows the per-game configuration to be successfully built with implicit string conversions disabled.
-
Lioncash authored
Deduplicates array accesses and uses a named variable where appropriate.
-
Lioncash authored
Allows the advanced mouse configuration code to build with implicit string conversions disabled.
-
Lioncash authored
Rather than repeatedly index arrays that have quite a large array index, we can just use a named variable instead.
-
Lioncash authored
Allows the player input configuration code to compile with implicit string conversions disabled.
-
Hexagon12 authored
Dma_pusher: ASSERT on empty command_list
-
Lioncash authored
These are user-facing strings, so they should be localizable.
-
Lioncash authored
Allows the general configuration code to successfully compile with implicit string conversions disabled.
-
Lioncash authored
Allows the gamelist configuration code to compile with implicit string conversions disabled.
-
Lioncash authored
Avoids using the system accessor more than necessary, and ensures that both dialog boxes see the same power on state.
-