Converts the remaining PowerPC code over to fmt-capable logging.
Now, all that's left to convert over are the lingering remnants within
the frontend code.
The way Config::Get works in master, it first calls
Config::GetActiveLayerForConfig which searches for the
setting in all layers, and then calls Config::Layer::Get
which searches for the same setting again within the given
layer. We can remove this second search by combining the
logic of Config::GetActiveLayerForConfig and
Config::Layer::Get into one function.
Disable -Wstringop-truncation warnings as they result in many false
positives.
In most (all?) cases where std::strncpy is used, we want to fill the
entire buffer or match emulated code that also ignores the null
terminator, so the warnings are not useful.
Given that Dolphin itself mostly uses std::string, they do not
really help catch any bugs.
gameID isn't null terminated since it is just an std::array<char, 6>
and .data() returns a char* so {fmt} would go way beyond the bounds of
the array when it attempts to determine the length of the string.
The fix is to pass a std::string_view to {fmt}. This commit adds
a GetGameID() function that can also be used to simplify
string comparisons.
Having extra warnings enabled for everything including external
libraries produces an overwhelming amount of warnings in code that
isn't even part of our codebase.
Move the various warning flags to Source/CMakeLists.txt to get rid
of those useless warnings.
Note that the Source CMakeLists.txt is already where the MSVC warnings
are defined, so this commit improves consistency as well.
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.
The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.
If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.