| Age | Commit message (Collapse) | Author |
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Makes the public interface consistent in terms of how accesses are done
on a process object. It also makes it slightly nicer to reason about the
logic of the process class, as we don't want to expose everything to
external code.
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Fixes an issue where installed system archive NCAs would be installed to user NAND and not recognized by games.
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Ternary operators have a lower precedence than arithmetic operators, so
what was actually occurring here is "return (out + full) ? x : y" which most
definitely isn't intended, given we calculate out recursively above. We
were essentially doing a lot of work for nothing.
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OnGameListDumpRomFS()
This can cause warnings about static constructors, and is also not ideal
performance-wise due to the indirection through std::function. This also
keeps the behavior itself separate from the surrounding code, which can
make it nicer to read, due to the size of the code.
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Given we just recently had a patch backport this from citra, let's try
and keep the convention uniform.
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* gl_rasterizer: use ARB_multi_bind for uniform buffers
* address feedback
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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.
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NavigateToGamedbEntryRequested() a const reference
The compatibility list isn't modified within any of the slots connected
to this signal, so we can make it const to enforce immutability.
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Lets us keep the generic portions of the compatibility list code
together, and allows us to introduce a type alias that makes it so we
don't need to type out a very long type declaration anymore, making the
immediate readability of some code better.
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Previously the version number got hidden after starting a game.
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This hopefully helps our cache not to redundant upload the vertex buffer.
# Conflicts:
# src/video_core/renderer_opengl/gl_rasterizer.cpp
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file_sys: Allow for custom NAND/SD directories
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Cuts down on include dependencies, resulting in less files that need to
be rebuilt when certain things are changed.
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Eliminates the need to rebuild some source files if the file_util header
ever changes. This also uncovered some indirect inclusions, which have
also been fixed.
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The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which
replaces most of the includes in the core header with forward declarations.
This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.
This should make turnaround for changes much faster for developers.
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file_sys: Add support for NAX archives
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qt: Add filename and title id to window title while running
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startup" (#1142)
* Port #4013 from Citra: "Init logging sooner so we dont miss some logs on startup"
* Fix compilation
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Allows frontend to create registration caches for use before a game has booted.
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qt/main: Port part of citra(#3411), open savedata works
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Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
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Port #3902 from Citra: "Add restart hotkey & menu option"
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Avoids the need to rebuild multiple source files if the filesystem code
headers change.
This also gets rid of a few instances of indirect inclusions being
relied upon
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We can change this into an early-return if the filename is empty.
There's no need to include all of the code within the if statement.
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This is user-facing text, so it should be marked as translatable by Qt.
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Gets rid of truncation warnings about conversion to int. While we're at
it, we can also de-hardcode the buffer size being used.
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