* act: Add more command names and implement GetErrorCode
The command names have been extracted from 3dbrew and the JavaScript
bindings that the NNID settings uses internally.
The error names have been extracted from the Wii U implementation
(102-XXXX), which are compatible with the 3DS ones except for 022-5XXX,
which are error codes specific to the 3DS.
* act: Split error codes into separate file
* Implements a steps per hour (global) setting that gets returned by PTM GetStepHistory
* Make setting label text clearer
* Add setting to SDL frontend
* Add setting to Android (no UI)
* Remove IntSetting enum value
* Follow convension in android default ini
* Android: replace company in the game card with titleId.
TitleId is more useful for users than companies
because it can help them find game saves and the cheat file.
* Android: restore the company name on the game card.
* shader_jit: Add conditional unit-tests
Tests all permutations of X, Y, AND, OR with each possible input value.
* video_core: Fix shader-interpreter conditional-code initialization
Rather than reserving the incoming state of the conditional codes, the
shader-interpreter was setting them both to false. In pretty much all
cases, the initial state of a shaderunit can be zero-initialized
statically. Just running the interpreter shouldn't necessarily reset the
conditional codes though. The JIT loads incoming conditional codes
while the shader-interpreter resets them to false. This makes the
interpreter match the behavior of the shader-jit.
* shader_jit_a64: Fix/optimize conditional evaluation
Fix some of the regressions introduced by the previous optimization.
EOR does not support a constant of `0` in its immediate. In these cases
the COND{0,1} registers can be utilized immediately.
* shader_jit_x64: Fix conditional evaluation extended-bit hazard
The unit test seems to have identified a bug in the x64 jit too. The x64
jit was doing 32-bit comparisons despite the condition flags being 8-bit
values and is sensitive to garbage being in the upper 24 bits of the
register. This is fixed by using the proper 8-bit register types rather
than the 32-bit ones(`eax,`ebx` -> `al`, `bl`).
* shader_jit_x64: Zero-extend conditional-code bytes
`mov` was doing a partial update of bits within the register, allowing
garbage to be introduced in the upper bits of the register.
These conditional tests are a 1:1 translation from the x64 code but do
not have to be. Reference-values are known at emit-time and can be
embedded as an immediate into an `EOR` instruction rather than moved
into a register. The `TST` instruction can be utilized to more optimally
test and update the `EQ`/`NE` status flags.
* shader_jit/tests: Test both the shader interpreter and jit
Uses Catch2's `TEMPLATE_TEST_CASE`-feature to test both the JIT and the
interpreter.
* shader_jit/tests: Use generator-expressions for nested-loop test cases
Tests more permutations of inputs than just the two it had before
* shader/tests: Refactor `shader_jit` tests to just `shader` tests
Since these tests will test both the interpreter and the jit, they are no longer jit-specific tests and are more general shader-tests.
* shaders/tests: Disable Nested-Loop `ShaderInterpreterTest` test
Restoring loop-state on nested loops is bugged on the ShaderInterpreter.
* shader/tests: Fix Nested Loop generator expressions
* Soc and artic_bass: gcc 13+ compatibility fix.
* externals/fmt: update to HEAD fcd3e1e19.
It will fix error.
integer_sequence<bool, (Is == Is)...> [-Werror=tautological-compare]
The updating is helpful and needed.
Fmt has gone through two public versions since its last update
and has fixed many bugs, including new compiler optimizations.
But neither of these two public versions can fix the errors encountered above.
We need to switch to a working version.
It can be fixed after fmt/8e62172.There are still many optimizations,
Such as this one:
Std. h c++23 build fix (# 3856)
And these:
C++23 compatibility: basicstring_view cannot be constructed from nullptr (# 3846)
Fix warning C4702 emitted from format.h (MSVC) (#3866)
Of course, there are other functional improvements as well.
Very helpful.
The selected version is the one that has been checked and works well.
And synchronously updating local code.
* citra_qt/ui: clean up duplicate naming warnings.
* Allow screenshot capture in paused state by unpausing to capture next frame
* Change `QMessageBox::No` to `QMessageBox::Yes`
* Fix formatting
* Fix formatting
* Android: Remember last entered Artic Base server address
* Android: Updated string key for last Artic Base address
`lastArticBaseAddr` --> `last_artic_base_addr`
Co-authored-by: PabloMK7 <hackyglitch2@gmail.com>
---------
Co-authored-by: PabloMK7 <hackyglitch2@gmail.com>
* renderer_vulkan: Remove vulkan prefix in SetObjectName
* renderer_vulkan: Rename renderpass cache to render manager
* It is no longer just a cache
* renderer_vulkan: Rewrite descriptor management
* Switch to batched vkUpdateDescriptorSets from cached descriptor sets with templates
* vk_master_semaphore: Remove waitable atomic
* These are buggy on some platforms and regular condition_variables are faster most of the time
* vk_texture_runtime.cpp: remove outdated references
* vk_render_manager: Minor cleanups and rename to RenderManager
* It is no longer just a renderpass cache
* Revert variable name change from render_manager back to renderpass_cache
---------
Co-authored-by: GPUCode <geoster3d@gmail.com>