| Age | Commit message (Collapse) | Author |
|
function
This isn't used at all, so it can be removed.
|
|
UploadGLMipmapTexture()
This variable is unused entirely, so it can be removed.
|
|
Instead of retrieving the data from the std::variant instance, we can
just check if the variant contains that type of data.
This is essentially the same behavior, only it returns a bool indicating
whether or not the type in the variant is currently active, instead of
actually retrieving the data.
|
|
Silences a few compilation warnings.
|
|
By default, MSVC doesn't use standards-compliant volatile semantics.
This makes it behave in a standards-compliant manner, making
expectations more uniform across compilers.
|
|
service/audctl: Update documentation comments to be relative to 8.0.0
|
|
src/CMakeLists: Add /Zc:externConstexpr to the MSVC build flags
|
|
Fix Layered ASTC Textures
|
|
gl_shader_disk_cache: Skip stored shader variants instead of asserting
|
|
Port citra-emu/citra#4749: "web_service: Misc fixes"
|
|
yuzu/hotkeys: Remove unnecessary constructor
|
|
yuzu/compatdb: Remove unnecessary qualifiers
|
|
configure_dialog: Remove the Whats This? button from the dialog
|
|
core/memory: Remove unused FlushMode enum
|
|
Corrections and Implementation on GPU Engines
|
|
|
|
The behavior of the Hotkey constructor is already accomplished via in-class member
initializers, so the constructor is superfluous here.
|
|
For similar reasons to the previous change, we move this to a single
function, so we don't need to duplicate the conversion logic in several
places within main.cpp.
|
|
Specifies the conversions explicitly to avoid implicit conversions from
const char* to QString. This makes it easier to disable implicit QString
conversions in the future.
In this case, the implicit conversion was technically wrong as well. The
implicit conversion treats the input strings as ASCII characters. This
would result in an incorrect conversion being performed in the rare case
a branch name was created with a non-ASCII Unicode character, likely
resulting in junk being displayed.
|
|
Keeps the code consistent in regards to how the buttons are referred to.
|
|
groups
Over time our config values have grown quite numerous in size.
Unfortunately it also makes the single functions we have for loading and
saving values more error prone.
For example, we were loading the core settings twice when they only
should have been loaded once. In another section, a variable was
shadowing another variable used to load settings from a completely
different section.
Finally, in one other case, there was an extraneous endGroup() call used
that didn't need to be done. This was essentially dead code and also a
bug waiting to happen.
This separates the section loading code into its own separate functions.
This keeps variables only visible to the code that actually needs it,
and makes it much easier to visually see the end of each individual
configuration group. It also makes it much easier to visually catch bugs
during code review.
While we're at it, this also uses QStringLiteral instead of raw string
literals, which both avoids constructing a lot of QString instances, but
also makes it much easier to disable implicit ASCII to QString and
vice-versa in the future via setting QT_NO_CAST_FROM_ASCII and
QT_NO_CAST_TO_ASCII as compilation flags.
|
|
The C++ standard allows constexpr variables declared with the extern
keyword to have external linkage. Previously MSVC wasn't abiding by
this. This just makes the compiler more standards compliant during
builds.
Given we currently don't make use of anything that would break by this,
this is safe to enable.
|
|
Makes it much nicer to visually scan the options. This also starts the
flag descriptions from the same column for the same reason.
|
|
Recent changes to memory-related code resulted in this being unused, so
we can remove it.
|
|
There was a weird bug that could happen if the object died directly and
the cache address wasn't stored.
|
|
core/frontend/emu_window: Make GraphicsContext's destructor virtual
|
|
common/zstd_compression: Remove #pragma once directive from source file
|
|
The backend is not used until we decide to submit the testcase/telemetry, and creating it early prevents users from updating the credentials properly while the games are running.
|
|
This isn't used anywhere, so we can get rid of it.
|
|
Ensures that -Wall is always active as a compilation flag.
|
|
Makes use of src, so it's not considered unused.
|
|
Introduced in 72477731ed20c56a4d6f18a22f43224fab667cef. This is only
necessary within header files.
|
|
This class is used in a polymorphic context, so destruction of the
context will lead to undefined behavior if the destructor isn't virtual.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Also introduced in REV5 was a variable-size audio command buffer. This
also affects how the size of the work buffer should be determined, so we
can add handling for this as well.
Thankfully, no other alterations were made to how the work buffer size
is calculated in 7.0.0-8.0.0. There were indeed changes made to to how
some of the actual audio commands are generated though (particularly in
REV7), however they don't apply here.
|
|
GetWorkBufferSize()
Introduced in REV5. This is trivial to add support for, now that
everything isn't a mess of random magic constant values.
All this is, is a change in data type sizes as far as this function
cares.
|
|
"Unmagics" quite a few magic constants within this code, making it much
easier to understand. Particularly given this factors out specific
sections into their own self-contained lambda functions.
|
|
Instead of asserting on already stored shader variants, silently skip them.
This shouldn't be happening but when a shader is invalidated and it is
not stored in the shader cache, this assert would hit and save that
shader anyways when the asserts are disabled.
|
|
By adding the missing layer offset in ASTC compression.
|