| Age | Commit message (Collapse) | Author |
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ipc_helpers: Make member variables of ResponseBuilder private
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Avoids unwanted implicit conversions. Thankfully, given the large amount
of cleanup in past PRs, only this tiny amount is left over to cover.
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This is already declared in apm/apm.h
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The pointed to thread's members are simply observed in this case, so we
don't need to copy it here.
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* Regression and Mode Fixes
* Review Fixes
* string_view correction
* Add operator& for FileSys::Mode
* Return std::string from SanitizePath
* Farming Simulator Fix
* Use != With mode operator&
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These aren't used externally at all, so they can be made private.
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vi: Minor changes
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hle: Remove unused config_mem and shared_page source files
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It's undefined behavior to memcpy an object that isn't considered
trivially copyable, so put a compile-time check in to make sure this
doesn't occur.
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Allows avoiding unnecessary copies of the vector depending on the
calling code.
While we're at it, remove a redundant no-parameter base constructor call
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This is just an unused hold-over from citra, so we can get rid of this
to trim off an exposed global, among other things.
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This is a holdover from citra that's essentially unused.
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Forgot to include this in 22f448b6327044076959e338811ee576f3dcf093
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set: Amend return value of GetAvailableLanguageCodes()
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This just returns the size of the language code buffer.
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The return code should be 32-bit in size.
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Kernel/SVC: Perform atomic accesses in SignalProcessWideKey as per the real kernel.
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kernel.
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Avoids unnecessary construction of std::string instances where
applicable.
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file_util: Use an enum class for GetUserPath()
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This behaves quite similarly to the SubmitGPFIFO command. Referenced from Ryujinx.
Many thanks to @gdkchan for investigating this!
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Instead of using an unsigned int as a parameter and expecting a user to
always pass in the correct values, we can just convert the enum into an
enum class and use that type as the parameter type instead, which makes
the interface more type safe.
We also get rid of the bookkeeping "NUM_" element in the enum by just
using an unordered map. This function is generally low-frequency in
terms of calls (and I'd hope so, considering otherwise would mean we're
slamming the disk with IO all the time) so I'd consider this acceptable
in this case.
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CPU: Save and restore the TPIDR_EL0 system register on every context switch
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Note that there's currently a dynarmic bug preventing this register from being written.
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apm: Improve stub for GetPerformanceConfiguration.
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Allows pushing strongly-typed enum members without the need to always
cast them at the call sites.
Note that we *only* allow strongly-typed enums in this case. The reason
for this is that strongly typed enums have a guaranteed defined size, so
the size of the data being pushed is always deterministic. With regular
enums this can be a little more error-prone, so we disallow them.
This function simply uses the underlying type of the enum to determine
the size of the data. For example, if an enum is defined as:
enum class SomeEnum : u16 {
SomeEntry
};
if PushEnum(SomeEnum::SomeEntry); is called, then it will push a
u16-size amount of data.
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HLE/ACC: Stub IManagerForApplication::GetAccountId to return an error.
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audout_u/audren_u: Ensure null terminators are written out in ListAudioOutsImpl(), ListAudioDeviceName(), and GetActiveAudioDeviceName()
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thread: Convert ThreadStatus into an enum class
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And make IManagerForApplication::CheckAvailability always return false.
Returning a bogus id from GetAccountId causes games to crash on boot.
We should investigate this with a hwtest and either stub it properly or implement it.
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interface/device name
std::string doesn't include the null-terminator in its data() + size()
range. This ensures that the null-terminator will also be written to the buffer
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interface name
Uses a type that doesn't potentially dynamically allocate, and ensures
that the name of the interface is properly null-terminated when writing
it to the buffer.
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Makes the thread status strongly typed, so implicit conversions can't
happen. It also makes it easier to catch mistakes at compile time.
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With the new overload, we can simply pass the container directly.
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hle_ipc: Introduce generic WriteBuffer overload for multiple container types
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pl_u: Specify correct size for buffers in GetSharedFontInOrderOfPriority()
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HLE/ACC: Change the default user id and small improvements to the way we handle profiles
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HLE/ACC: Write a single whole user id in ListAllUsers and ListOpenUsers.
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pl_u: Remove printf specifier in log call in a log call in GetSharedFontInOrderOfPriority()
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hid: Resolve a signed/unsigned comparison warning
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svc: Correct always true assertion case in SetThreadCoreMask
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hle/service: Make constructors explicit where applicable
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The default username for now is "yuzu".
We should eventually allow the creation of users in the emulator and have the ability to modify their parameters.
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on startup.
In IApplicationFunctions::PopLaunchParameter we tell the games that they were launched as user id 1.
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We only emulate a single user id for now.
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nvflinger: Emplace Display instances directly
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This introduces a slightly more generic variant of WriteBuffer().
Notably, this variant doesn't constrain the arguments to only accepting
std::vector instances. It accepts whatever adheres to the
ContiguousContainer concept in the C++ standard library.
This essentially means, std::array, std::string, and std::vector can be
used directly with this interface. The interface no longer forces you to
solely use containers that dynamically allocate.
To ensure our overloads play nice with one another, we only enable the
container-based WriteBuffer if the argument is not a pointer, otherwise
we fall back to the pointer-based one.
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