Given the class contains quite a lot of non-trivial types, place the
constructor and destructor within the cpp file to avoid inlining
construction and destruction code everywhere the class is used.
Avoids performing copies into the pair being returned. Instead, we can
just move the resources into the pair, avoiding the need to make copies
of both the std::string and ShaderEntries struct.
Given the offset is assigned a fixed value in the constructor, we can
just assign it directly and get rid of the need to write the name of the
variable again in the constructor initializer list.
Given the disk shader cache contains non-trivial types, we should
default it in the cpp file in order to prevent inlining of the
complex destruction logic.
The standard library expects hash specializations that don't throw
exceptions. Make this explicit in the type to allow selection of better
code paths if possible in implementations.
We don't need to load the code into a vector and then construct a string
over the data. We can just create a string with the necessary size ahead
of time, and read the data directly into it, getting rid of an
unnecessary heap allocation.
std::move does nothing when applied to a const variable. Resources can't
be moved if the object is immutable. With this change, we don't end up
making several unnecessary heap allocations and copies.
Booleans don't have a guaranteed size, but we still want to have them
integrate into the disk cache system without needing to actually use a
different type. We can do this by supplying non-template overloads for
the bool type.
Non-template overloads always have precedence during function
resolution, so this is safe to provide.
This gets rid of the need to smatter ternary conditionals, as well as
the need to use u8 types to store the value in.
These are only used from within this translation unit, so they don't
need to have external linkage. They were intended to be marked with this
anyways to be consistent with the other service functions.
Renames the members to more accurately indicate what they signify.
"OneShot" and "Sticky" are kind of ambiguous identifiers for the reset
types, and can be kind of misleading. Automatic and Manual communicate
the kind of reset type in a clearer manner. Either the event is
automatically reset, or it isn't and must be manually cleared.
The "OneShot" and "Sticky" terminology is just a hold-over from Citra
where the kernel had a third type of event reset type known as "Pulse".
Given the Switch kernel only has two forms of event reset types, we
don't need to keep the old terminology around anymore.
Nvidia's proprietary driver creates a real OpenGL compatibility profile
without this option, meanwhile Intel (and probably AMD, I haven't tested
it) require that QSurfaceFormat::FormatOption::DeprecatedFunctions is
explicitly enabled.
VS 2019 is binary compatible with VS 2017, so we can safely use
the prebuilt libraries for VS 2017 with VS 2019. This makes it less
annoying to build yuzu with the most up to date toolchain.
This was reduced due to happening on most games and at such constant
rate that it affected performance heavily for the end user. In general,
we are well aware of the assert and an implementation is already
planned.
Avoids inlining destruction logic where applicable, and also makes
forward declarations not cause unexpected compilation errors depending
on where the State class is used.
Lessens the amount of code that needs to be read, and gets rid of the
need to introduce an indexing variable. Instead, we just operate on the
objects directly.
std::memset is used to clear the entire register structure, which
requires that the Regs struct be trivially copyable (otherwise undefined
behavior is invoked). This prevents the case where a non-trivial type is
potentially added to the struct.
std::move within a copy constructor (on a data member that isn't
mutable) will always result in a copy. Because of that, the behavior of
this copy constructor is identical to the one that would be generated
automatically by the compiler, so we can remove it.
This corrects cases where it was possible to write more entries into the
write buffer than were requested. Now, we check the size of the buffer
before actually writing into them.
We were also returning the wrong value for
GetAvailableLanguageCodeCount2(). This was previously returning 64, but
only 17 should have been returned. 64 entries is the size of the static
array used in MakeLanguageCode() within the service binary itself, but
isn't the actual total number of language codes present.