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audio_core: Mark several member functions as const
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audio_device: Make AudioDeviceName constructor constexpr
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This is just being copied and isn't modified at all.
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These two don't modify member state.
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This doesn't modify member state.
We can also mark the parameter of AppendError as const as well, since it
isn't modified.
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This doesn't modify instance state.
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These functions don't modify class state, so we can mark them as such
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These don't affect class state, so we can mark them as such.
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This function doesn't modify the passed in buffer, so we can make that
explicit.
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Simplifies the indexing code a little bit.
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These functions don't modify the passed in audio buffers, so we can
signify that in the interface.
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Remove pause callbacks from coretiming
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audio_core: Amend documentation comment tags
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Resolves a wackload of -Wdocumentation warnings due to mismatching tags
and whatnot.
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These member functions don't modify any internal state.
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These are used as read-only arrays, so we can make the data read-only
and available at compile-time.
Now constructing an AudioDevice no longer needs to initialize some
tables
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Provides equivalent behavior while being significantly smaller.
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These functions don't modify the parameters.
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Same behavior, but also silences a -Wcast-qual warning, since the second
cast casts away const.
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during heavy loads.
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[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
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yuzu: Make variable shadowing a compile-time error
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Removing this as we don't enforce unused parameter warnings elsewhere in the project, and explicitly specify -Wno-unused-parameter in the main CMakeLists.
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Now that the entire project is free of variable shadowing, we can enforce this as a compile time error to prevent any further introduction of this logic bug.
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Using this smaller type saves 1024 bytes in the compiled executable.
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This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
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Also drop the SoundTouch dependency
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Update CURRENT_PROCESS_REVISION from REV9 to REVA.
Used by Nintendo Entertainment System - Nintendo Switch Online 6.0.0 and
Super Nintendo Entertainment System - Nintendo Switch Online 3.0.0.
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This reduces the load of requiring to include std::chrono in all files which include log.h
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audio_core: Replace NaN mix volume samples with silence
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general: Move most settings' defaults and labels into their definition
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Fixes Xenoblade Chronicles 2 blowing out the audio.
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Support more PCM formats
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Many games report 6 channel output while only providing data for 2. We only output 2-channel audio regardless, and in the downmixing, front left/right only provide 36% of their volume. This is done assuming all of the other channels also contain valid data, but in many games they don't. This PR alters the downmixing to preserve front left/right, so volume is not lost.
This improves volume in Link's Awakening, New Super Mario Bros U, Disgaea 6, Super Kirby Clash.
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