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In WiimoteReal.cpp, JitRegCache.cpp, lambda predicates were replaced by pointers to member functions because ranges algorithms are able invoke those.
In ConvertDialog.cpp, the `std::mem_fn` helper was removed because ranges algorithms are able to handle pointers to member functions as predicates.
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In DITSpecification.cpp, MaterialAsset.cpp, and ShaderAsset.cpp, lambda predicates were replaced by pointers to member functions because ranges algorithms are able invoke those.
In NetPlayClient.cpp, the non-trivial `NetPlay::Player` elements were being passed by value in `NetPlayClient::DoAllPlayersHaveGame()`. This has been fixed.
In WIABlob.cpp, the second example's predicate was returning the `std::optional` by value instead of implicitly converting it to a bool. This has been fixed.
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from json
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Achievement badges/icons are refactored into the type CustomTextureData::ArraySlice::Level as that is the data type images loaded from the filesystem will be. This includes everything that uses the badges in the Qt UI and OnScreenDisplay, and similarly removes the OSD::Icon type because Level already contains that information.
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VideoCommon: handle asset memory going over reserved limit correctly
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from a GLTF file
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GraphicsMod/ShaderAsset: Lessen object churn a little bit
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VideoCommon: update custom pipeline action to support a variety of texture samplers, support for materials, and more!
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Constructs elements directly inside the container and also makes it
shorter to read in certain instances.
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another to list its types
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erroring when the memory is exceeded and not allowing more assets to load until memory is released
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the texture type is not defined and the 2d texture is assumed
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VideoCommon: update shader asset to provide a variant default value
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VideoCommon: add additional data types to material asset
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There's a direct analogue of this function within
DirectFilesystemAssetLibrary that *is* used, however, so we can get rid
of this one.
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This had no function prototype, so this can be internally linked.
Resolves a -Wmissing-declaration warning.
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properties of materials and some helper functions to support sending the data to the GPU
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The type is already in visible scope, so we don't need the rather length
qualifier.
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This is used as a base pointer inside CustomPipelineAction, so this
should probably really have a virtual destructor to ensure derived
objects are torn down properly.
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locale independent behavior
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shader uniforms
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'TextureData' for texture assets, this allows us to provide additional metadata for textures. Such as a sampler or type information (to distinguish cube maps)
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Implicit conversion operators and enums was removed for parity with std::format (https://github.com/fmtlib/fmt/commit/fce74caa15b24cbc0fcafe4706692cb06cb0b815).
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valid texture asset
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VideoCommon: add additional texture sampler types to ShaderAsset
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VideoCommon: add TextureData structure with metadata
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custom texture object. Custom texture object now has the concept of slices in addition to levels. Traditional custom textures have a single slice
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sampler, and the type of texture information
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VideoCommon: asset load time is now stored as a chrono system_clock time
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In std::string, you can store strings using any encoding, but in Dolphin
we have decided to use UTF-8. The problem is that if you convert between
std::string and std::filesystem::path using the built-in methods, the
standard library will make up its own assumption of what encoding you're
using in the std::string. On most OSes this is UTF-8, but on Windows
it's whatever the user's code page is.
What I believe is the C++ standard authors' intended solution to this is
to use std::u8string instead of std::string, but that's a big hassle to
move over to, because there's no convenient way to convert between
std::string and std::u8string. Instead, in Dolphin, we have added helper
functions that convert between std::string and std::filesystem::path in
the manner we want. You *always* have to use these when converting
between std::string and std::filesystem::path, otherwise we get these
kinds of encoding problems that we've been having with custom textures.
Fixes https://bugs.dolphin-emu.org/issues/13328.
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that times can be fabricated in a future feature (without creating a file to do so)
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complained about a defaulted move constructor due to the mutex being implicitly deleted. Additionally, the const owning library deleted the copy constructor.
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engines where it provides data to be used in conjunction with a shader asset to generate a runtime AbstractShader
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multiple of native textures as an error
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when a file no longer exists
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thread safety
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VideoCommon: avoid segfault when loading a PNG with no custom texture data levels
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