Age | Commit message (Collapse) | Author |
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While DEPBAR is stubbed it doesn't change anything from our end. Shading
languages handle what this instruction does implicitly. We are not
getting anything out fo this log except noise.
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Nvidia has sane default output values for varyings, but the other
vendors don't apply these. To properly emulate this we would have to
analyze the shader header. For the time being, apply the same default
Nvidia applies so we get the same behaviour on non-Nvidia drivers.
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texture_cache: Use a flat table instead of switch for texture format lookups
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..."Select Game Directory..."
Co-authored-by: vvanelslande <vvanelslandedev@gmail.com>
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This commit corrects the behavior of cancel synchronization when the
thread is running/ready and ensures the next wait is cancelled as it's
suppose to.
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gl_rasterizer: Emulate viewport flipping with ARB_clip_control
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core: Make most implicit type conversion warnings errors on MSVC
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format_lookup_table: Drop bitfields
format_lookup_table: Use std::array for definition table
format_lookup_table: Include <limits> instead of <numeric>
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Use a large flat array to look up texture formats. This allows us to
properly implement formats with different component types. It should
also be faster.
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common_funcs: Remove semicolons from INSERT_PADDING_* macros
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Makes code that uses the macros consistent by requiring the lines to be
terminated with a semicolon.
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We can simplify these by wrapping the necessary members in structs and
then simply reading out the whole struct.
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Abstracted ComponentType was not being used in a meaningful way.
This commit drops its usage.
There is one place where it was being used to test compatibility between
two cached surfaces, but this one is implied in the pixel format.
Removing the component type test doesn't change the behaviour.
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Maintains implementation parity between QueryApplicationPlayStatistics
and QueryApplicationPlayStatisticsByUid.
These function the same behaviorally underneath the hood, with the only
difference being that one allows specifying a UID.
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Implement stub for IApplicationFunctions::QueryApplicationPlayStatisticsByUid
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core: Migrate off deprecated mbedtls functions
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key_manager: Make use of IOFile in WriteKeyToFile()
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shader: Implement FSWZADD and reimplement SHFL
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common/hash: Remove unused HashableStruct
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xts_archive: Remove redundant std::string constructor
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This is unused, so it can be removed. There's better ways of ensuring
zeroed out padding bits, like using zero-initialization, anyhow.
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stencil_back_func_mask and stencil_back_mask were misplaced. This commit
addresses that issue.
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common_funcs: silence sign-conversion warnings in MakeMagic()
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We can just call the .data() member of path instead of constructing a
completely new string.
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We can trivially resolve these by casting the characters to unsigned
values and then shifting the bits.
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video_core: Treat implicit conversions as errors
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Keeps the function tables up to date.
Updated based off information from Switchbrew.
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This properly handles unicode-based paths on Windows, while opening a
raw stream doesn't out-of-the-box.
Prevents file creation from potentially failing on Windows PCs that make
use of unicode characters in their save paths (e.g. writing to a user's
AppData folder, where the user has a name with non-ASCII characters).
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These functions are marked for deprecation and it's recommended that the
*_ret variants be used instead.
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Since the introduction of this library, numerous improvements have been
made. Notably, many of the warnings we would get by simply including the
library header have now been fixed. This makes it much easier to make
conversion warning an error.
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These are fairly trivial to resolve and most of the changes entail
using RESULT_UNKNOWN over ResultCode(-1).
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We simply need to turn the literal argument to std::accumulate into a
double, rather than an int.
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Uncovered a bug within Thread's SetCoreAndAffinityMask() where an
unsigned variable (ideal_core) was being compared against "< 0", which
would always be a false condition.
We can also get rid of an unused function (GetNextProcessorId) which contained a sign
mismatch warning.
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Resolves a few trivial sign conversion/mismatch errors.
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Will be used to reduce the overall duplication of the same magic value
all over the codebase in following changes.
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The constructor was implicitly using signed->unsigned conversions to
produce 0xFFFFFFFF. We can just specify this explicitly with UINT32_MAX.
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While we're at it, this also resolves a type truncation warning as well,
given the code was truncating from a 64-bit value to a 32-bit one.
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Quite frequently there have been cases where code has been merged into
the core that produces warning. In order to prevent this from occurring,
we can make the compiler flag these cases and allow our CI to flag down
any code that would generate these warnings.
This is beneficial given silent conversions from signed/unsigned can
result in logic bugs. This forces one writing changes to be explicit
about when signedness conversions are desirable, rather than leaving it
up to readers' interpretation.
Currently the codebase isn't in a state where it will build successfully
with this change applied, but this will be addressed in subsequent
follow-up changes. This set of changes will focus on making it build
properly with these changes for MSVC as a starting point for basic
coverage.
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Enable sign conversion warnings but don't treat them as errors.
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yuzu: configure_web: Use Base64 encoded token
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gl_shader_cache: Fix locker constructors
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