This moves all the byte swapping utilities into a header named Swap.h.
A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.
Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
Before #4581, an invocation of `SetBlendMode` could invoke
`glBlendEquationSeparate` and `glBlendFuncSeparate` even when it was
setting `glDisable(GL_BLEND)`. I couldn't figure out how to map the old
behavior over to the new BlendingState code, so I changed it to always
call the two blend functions.
Fixes https://bugs.dolphin-emu.org/issues/10120 : "Sonic Adventure 2
Battle: graphics crash when loading first Dark level".
We (the Microsoft C++ team) use the dolphin project as part of our "Real world code" tests.
I noticed a few issues in windows specific code when building dolphin with the MSVC compiler
in its conformance mode (/permissive-). For more information on /permissive- see our blog
https://blogs.msdn.microsoft.com/vcblog/2016/11/16/permissive-switch/.
These changes are to address 3 different types of issues:
1) Use of qualified names in member declarations
struct A {
void A::f() { } // error C4596: illegal qualified name in member declaration
// remove redundant 'A::' to fix
};
2) Binding a non-const reference to a temporary
struct S{};
// If arg is in 'in' parameter, then it should be made const.
void func(S& arg){}
int main() {
//error C2664: 'void func(S &)': cannot convert argument 1 from 'S' to 'S &'
//note: A non-const reference may only be bound to an lvalue
func( S() );
//Work around this by creating a local, and using it to call the function
S s;
func( s );
}
3) Add missing #include <intrin.h>
Because of the workaround you are using in the code you will need to include
this. This is because of changes in the libraries and not /permissive-
Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:
-- some FramebufferManager implementation --
void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
// Do nothing
}
-- somewhere else where the function is used --
u32 width, height;
framebuffer_manager_instance->GetTargetSize(&width, &height);
if (texture_width != width) <-- Uninitialized variable usage
{
...
}
It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
Hopefully will fix the crash in vkDestroyInstance on the NV Shield TV,
and likely reduce boot times slightly for drivers that take a while
to create instances.
This happened when the geometry shader was disabled, and the uniform
buffer was grown to a larger size. The update would be skipped, leaving
the old buffer to be included in the descriptor set.