| Age | Commit message (Collapse) | Author |
|
Accomplished using `run-clang-tidy` with `performance-move-const-arg,performance-unnecessary-value-param,modernize-pass-by-value`.
Changed arguments to const references, removed them where inappropriate (e.g. sink parameters). Same with std::move.
Manually reviewed each change to make sure that it makes sense, and do something more appropriate if possible.
|
|
modified assets
|
|
received
|
|
* Add a 'AfterEFB' function to graphics mod action that can return a Material
* Rename previous EFB graphics mod function to 'BeforeEFB' to differentiate from 'AfterEFB'
* Rename previous XFB graphics mod function to 'BeforeXFB' to mirror EFB
|
|
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
|
|
|
|
work (used on shutdown), this will in turn clear up any resources that the worker items may have held onto
|
|
|
|
Co-authored-by: Dentomologist <dentomologist@gmail.com>
|
|
VideoBackends / VideoCommon: add support for specifying include files in shader code
|
|
This whole file is apparently going away soon.
|
|
shader code
|
|
it in the very near future
|
|
Fix some common anti-patterns with these data structures.
- You can dereference the iterator returned by `find` to access the
underlying value directly, without an extra `operator[]`/`at`.
- Rather than checking for an element before insertion/deletion, you can
just do the operation and if needed check the return value to
determine if the insertion/deletion succeeded.
|
|
|
|
contain CustomTextureData. Move validation and load logic to individual functions
|
|
|
|
Ranges Algorithms Modernization - Projection
|
|
shaders and provide a direct override of the tev stage logic
|
|
In PPCTables.cpp, the code is currently unused so I was unable to test it.
In CustomPipeline.cpp, a pointer to member function cannot be used due to 16.4.5.2.1 of the C++ Standard regarding "addressable functions". https://eel.is/c++draft/namespace.std#6
In Fs.cpp and DirectoryBlob.cpp, these examples used projections in a previous iteration of this commit, but no longer do. Still, they remain in this commit because the PR they would actually belong to is already merged.
|
|
|
|
In NandPaths.cpp, the `std::initializer_list<char>` of illegal characters has been turned into a `char[]` (similar to the one in GameList.cpp).
The reverse iteration in ResourcePack.cpp seemed to provide no benefits, and doing without it it seemed to have no ill effects.
|
|
The inequality operator is automatically generated by the compiler if `operator==` is defined.
|
|
|
|
Move some #includes around to match the Contributing guidelines.
|
|
texture is in use
|
|
that they can be reused in the future for serialization
|
|
Ensures that these go into the ro section.
|
|
We can use the string_view arguments to directly construct strings
inside of the global_result vector.
|
|
We can just use holds_alternative here instead.
|
|
Instead, we make the event take a reference to the system and then pass
it in when the event is triggered.
This does introduce two other accessors, but these are much easier to
refactor out over time, and without modification to the existing event
interface.
|
|
into a separate class, so it is reusable
|
|
VideoCommon: update custom pipeline action to support a variety of texture samplers, support for materials, and more!
|
|
VideoCommon: add ability to serialize graphics mod to json object
|
|
devices."
This reverts commit 79648e1c24eac81f54365bbcb6dbc49ad6b16b1c.
|
|
It was reported that some games (Zelda Wind Waker and Zelda Twilight Princess but others may also exhibit the issue) have graphical issues with the max pixel samplers set to 16 on some Android devices (ex: Pixel6); since this was increased for a performance heavy feature (custom shaders) just disable it for now. In the future, this could be handled more elegantly
|
|
samplers (2D, 2D array, and cube maps)
|
|
|
|
VideoCommon: add additional data types to material asset
|
|
Lays out the initializer lists to be in the same order that
initialization would occur in.
|
|
|
|
properties of materials and some helper functions to support sending the data to the GPU
|
|
'TextureData' for texture assets, this allows us to provide additional metadata for textures. Such as a sampler or type information (to distinguish cube maps)
|
|
VideoCommon: additional error checking for CustomPipelineAction
|
|
custom texture object. Custom texture object now has the concept of slices in addition to levels. Traditional custom textures have a single slice
|
|
pixel shader asset cache time back to being calculated during texture creation
|
|
it to graphics actions
|
|
|
|
|
|
actions
|