Eliminates the need to rebuild some source files if the file_util header
ever changes. This also uncovered some indirect inclusions, which have
also been fixed.
Now that we have a class representing the kernel in some capacity, we
now have a place to put the named port map, so we move it over and get
rid of another piece of global state within the core.
The follow-up to e2457418da, which
replaces most of the includes in the core header with forward declarations.
This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.
This should make turnaround for changes much faster for developers.
core.h is kind of a massive header in terms what it includes within
itself. It includes VFS utilities, kernel headers, file_sys header,
ARM-related headers, etc. This means that changing anything in the
headers included by core.h essentially requires you to rebuild almost
all of core.
Instead, we can modify the System class to use the PImpl idiom, which
allows us to move all of those headers to the cpp file and forward
declare the bulk of the types that would otherwise be included, reducing
compile times. This change specifically only performs the PImpl portion.
As means to pave the way for getting rid of global state within core,
This eliminates kernel global state by removing all globals. Instead
this introduces a KernelCore class which acts as a kernel instance. This
instance lives in the System class, which keeps its lifetime contained
to the lifetime of the System class.
This also forces the kernel types to actually interact with the main
kernel instance itself instead of having transient kernel state placed
all over several translation units, keeping everything together. It also
has a nice consequence of making dependencies much more explicit.
This also makes our initialization a tad bit more correct. Previously we
were creating a kernel process before the actual kernel was initialized,
which doesn't really make much sense.
The KernelCore class itself follows the PImpl idiom, which allows
keeping all the implementation details sealed away from everything else,
which forces the use of the exposed API and allows us to avoid any
unnecessary inclusions within the main kernel header.
Given std::vector is a type with a non-trivial destructor, this
variable cannot be optimized away by the compiler, even if unused.
Because of that, something that was intended to be fairly lightweight,
was actually allocating 32KB and deallocating it at the end of the
function.
Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.
Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
Many containers within the standard library provide different behaviors
based on whether or not a move constructor/assignment operator can be
guaranteed not to throw or not.
Notably, implementations will generally use std::move_if_noexcept (or an
internal implementation of it) to provide strong exception guarantees.
If a move constructor potentially throws (in other words, is not
noexcept), then certain behaviors will create copies, rather than moving
the values.
For example, consider std::vector. When a std::vector calls resize(),
there are two ways the elements can be relocated to the new block of
memory (if a reallocation happens), by copy, or by moving the existing
elements into the new block of memory. If a type does not have a
guarantee that it will not throw in the move constructor, a copy will
happen. However, if it can be guaranteed that the move constructor won't
throw, then the elements will be moved.
This just allows ResultVal to be moved instead of copied all the time if
ever used in conjunction with containers for whatever reason.
Rightnow, in games use GetAvailableLanguageCodes(), there is a WriteBuffer() with size larger than the buffer_size. (Core Critical core\hle\kernel\hle_ipc.cpp:WriteBuffer:296: size (0000000000000088) is greater than buffer_size (0000000000000078))
0x88 = 17(languages) * 8
0x78 = 15(languages) * 8
GetAvailableLanguageCodes() can only support 15 languages.
After firmware 4.0.0 there are 17 supported language instead of 15, to enable this GetAvailableLanguageCodes2() need to be used.
So GetAvailableLanguageCodes() will be caped at 15 languages.
Reference:
http://switchbrew.org/index.php/Settings_services
We can make this error code an alias of the resource limit exceeded
error code, allowing us to get rid of the lingering 3DS error code of
the same type.
We already have the variable itself set up to perform this task, so we
can just return its value from the currently executing process instead
of always stubbing it to zero.
This is needed because the title IDs of update NCAs will not use the update title ID. The only sure way to tell is to look for a partition with BKTR crypto.
By having the following TTF files in your yuzu sysdata directory. You can load sharedfonts via TTF files.
FontStandard.ttf
FontChineseSimplified.ttf
FontExtendedChineseSimplified.ttf
FontChineseTraditional.ttf
FontKorean.ttf
FontNintendoExtended.ttf
FontNintendoExtended2.ttf
Previously, we'd get warnings like:
"
c:\projects\yuzu\externals\fmt\include\fmt\format.h(2868): warning
C4127: conditional expression is constant
[C:\projects\yuzu\msvc_build\externals\dynarmic\src\dynarmic.vcxproj]
"
spamming the build output when compiling on Windows. This updates fmt to
include the upstreamed fix that silences this warning.
This updates the submodule to use 1.68.0. Notably, it gets rid of the
silly
"Info: Boost.Config is older than your compiler version - probably
nothing bad will happen - but you may wish to look for an update Boost
version. Define BOOST_CONFIG_SUPPRESS_OUTDATED_MESSAGE to suppress this
message."
message that spams the output of the build process on Windows.
While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.
If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
* Added bfttf loading
We can now load system bfttf fonts from system archives AND shared memory dumps. This allows people who have installed their system nand dumps to yuzu to automatically get shared font support. We also now don't hard code the offsets or the sizes of the shared fonts and it's all calculated for us now.
* Addressed plu fixups
* Style changes for plu
* Fixed logic error for plu and added more error checks.
The previous form of initializing done here is a C-ism, an empty set of
braces is sufficient for initializing (and doesn't potentially cause
missing brace warnings, given the first member of the struct is a COORD
struct).
Gets rid of the potential for C array-to-pointer decay, and also makes
pointer arithmetic to get the end of the copy range unnecessary. We can
just use std::array's begin() and end() member functions.
25us is far too small, and would result in std::this_thread::sleep_for
being called with this as a maximum value. This means that a guest
application that produces frames instantly would only be limited to
40 kHz.
25ms is a more appropriate value, as it allows for a 60 Hz refresh
rate while providing enough slack in the negative region.
LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
Avoids the need to rebuild multiple source files if the filesystem code
headers change.
This also gets rid of a few instances of indirect inclusions being
relied upon
Avoids the need to rebuild whatever includes the romfs factory header if
the loader header ever changes. We also don't need to include the main
core header. We can instead include the headers we specifically need.
Given these functions aren't intended to be used frequently, there's no
need to keep the std::string instances allocated for the whole lifetime
of the program. It's just a waste of memory.
We have an overload of WriteBuffer that accepts containers that satisfy
the ContiguousContainer concept, which std::array does, so we only need
to pass in the array itself.
ProfileInfo is quite a large struct in terms of data, and we don't need
to perform a copy in these instances, so we can just pass constant
references instead.
We can use the constructor initializer list and just compare the
contained u128's together instead of comparing each element
individually. Ditto for comparing against an invalid UUID.
This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.
Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:
// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();
// Assign to base class variable
rasterizer = std::move(raster)
We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.
Dual Source blending is not implemented and stuff that uses it might not work at all.
Moving a const reference isn't possible, so this just results in a copy
(and given ProfileInfo is composed of trivial types and aggregates, a
move wouldn't really do anything).
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).
This is used by Super Mario Odyssey.
The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not.
Prevents potentially making copies or doing silly things by accident
with the System instance, particularly given our current core is
designed (unfortunately) around one instantiable instance.
This will prevent the accidental case of:
auto instance = System::Instance();
being compiled without warning when it's supposed to be:
auto& instance = System::Instance();
550d662 load_store_exclusive: Define s == t state to be Constraint_NONE
0b69381 A64/translate: Allow for unpredictable behaviour to be defined
6d236d4 system: Implement MRS CNTFRQ_EL0
6cbb6fb A32/testenv: Add missing headers
6729328 externals: Update xbyak to v5.67
1812bd2 Squashed 'externals/xbyak/' changes from 2794cde7..671fc805
9a95802 externals: Document subtrees
714a840 A64: Implement SQ{ADD, SUB}, and UQ{ADD, SUB}'s vector variants
8cab459 A64: Implement UQADD/UQSUB's scalar variants
18a8151 ir: Add opcodes for unsigned saturating add and subtract
a5660ee x64/reg_alloc: Use type alias for array returned by GetArgumentInfo()
29489b5 ir/value: Use type alias CoprocessorInfo for std::array<u8, 8>
e23ba26 status_register_access: Add support for bits 0 and 1 of mask to MSR
55190bd fuzz_with_unicorn: Split utility functions into fuzz_util
23b049d A32/translate/load_store: Correct detection of writeback
7ec9f15 A32/translate: Add TranslateSingleInstruction
efeecb4 A32/ir_emitter: Bug fix: IREmitter::ExceptionRaised using incorrect opcode
08d1d19 A32/decoders: Split instruction list into include file
2d929cc tests: Refactor unicorn_emu to allow for A32 unicorn
f672368 microinstruction: Improve assert messages
7ebff50 emit_x64_vector: EmitVectorNarrow16: AVX512 implementation
edce230 emit_x64_vector: EmitVectorNarrow32: prefer pblendw to loading constant
Allows querying the inverse of IsDomain() to make things more readable.
This will likely also be usable in the event of implementing
ConvertDomainToSession().
We can make the enum class type compatible with fmt by providing an
overload of operator<<.
While we're at it, perform proper bounds checking. If something exceeds
the array, it should be a hard fail, because it's, without a doubt, a
programmer error in this case.
Many of these aren't necessary and will cause this file to be required
to be recompiled whenever any changes to those files are made, which
lengthens compile times for no reason.
This also removes an unused metadata variable from AppLoader_XCI
Using LOG_TRACE here isn't a good idea because LOG_TRACE is only enabled
when yuzu is compiled in debug mode. Debug mode is also quite slow, and
so we're potentially throwing away logging messages that can provide
value when trying to boot games.
The thread field serves to indicate which thread a log is related to and
provides the length of the thread's name, so we can print that out,
ditto for modules.
Now we can know what threads are potentially spawning off logging
messages (for example Lydie & Suelle bounces between MainThread and
LoadingThread when initializing the game).
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.
Instanced vertex arrays are not yet implemented.
Previously core itself was the library containing the code to gather
common information (build info, CPU info, and OS info), however all of
this isn't core-dependent and can be moved to the common code and use
the common interfaces. We can then just call those functions from the
core instead.
This will allow replacing our CPU detection with Xbyak's which has
better detection facilities than ours. It also keeps more
architecture-dependent code in common instead of core.
These currently aren't used and contain commented out source code that
corresponds to Dolphin's JIT. Given our CPU code is organized quite
differently, we shouldn't be keeping this around (at the moment it just
adds to compile times marginally).
The filter is returned via const reference, so this was making a
pointless copy of the entire filter every time a message was being
pushed into the logger instance.
Despite being covered by a global mutex, we should still ensure that the
class handles its reference counts properly. This avoids potential
shenanigans when it comes to data races.
Given this is the root object that drives quite a bit of the kernel
object hierarchy, ensuring we always have the correct behavior (and no
races) is a good thing.
We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast.
This lets us bypass certain hangs in some games like Breath of the Wild.
We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
The current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that.
WakeAfterDelay might be called from any host thread, so err on the side of caution and use the thread-safe CoreTiming::ScheduleEventThreadsafe.
Note that CoreTiming is still far from thread-safe, there may be more things we have to work on for it to be up to par with what we want.
Exit from AddMutexWaiter early if the thread is already waiting for a mutex owned by the owner thread.
This accounts for the possibility of a thread that is waiting on a condition variable being awakened twice in a row.
Also added more validation asserts.
This should fix one of the random crashes in Breath Of The Wild.
struct should be used when the data type is very simple or otherwise has
no invariants associated with it. Given these are used to form a
hierarchy, class should be used instead.
As we're not handling any anything about the revision data for GetAudioDeviceServiceWithRevisionInfo, it's currently marked as stubbed. However for games this shouldn't affect the result. Proper revision info would be more for homebrew.
Previously these were being unused (or partially unused). While we're at
it, use better naming to make it visibly obvious which variant of the
path is being used.
GetAudioRendererSampleRate is set as a "STUB" as a game could check if the sample rate it sent and the sample rate it wants don't match. Just a thought of something which could happen so keeping it as stub for the mean time
Previously this would warn of truncating a std::size_t to a u32. This is
safe because we'll obviously never have more than UINT32_MAX amount of
uniform buffers.
* Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats
Do a separate function in order to get Bytes Per Pixel of DepthFormat
Apply the new function in gpu.h
delete unneeded white space
* correct merging error
Instead, we make a struct for renderer settings and allow the renderer
to update all of these settings, getting rid of the need for
global-scoped variables.
This also uncovered a few indirect inclusions for certain headers, which
this commit also fixes.
This is simply copied by value, so there's no need to make it a
modifiable reference.
While we're at it, make the names of the parameters match its
definition.
It's generally easier to follow code using conditionals that operate in
terms of the true case followed by the false case (no chance of
overlooking the exclamation mark).
resize() causes the vector to expand and zero out the added members to
the vector, however we can avoid this zeroing by using assign().
Given we have the pointer to the data we want to copy, we can calculate
the end pointer and directly copy the range of data without the
need to perform the resize() beforehand.
The current way were doing it would require copying a 768 character
buffer (part of the Entry struct) to the new element in the vector.
Given it's a plain array, std::move won't eliminate that.
Instead, we can emplace an instance directly into the destination buffer
and then fill it out, avoiding the need to perform any unnecessary
copies.
Given this is done in a loop, we can request the destination to allocate
all of the necessary memory ahead of time, avoiding the need to
potentially keep reallocating over and over on every few insertions into
the vector.
We don't need to build the lz4 CLI tool, or anything else. We just want
to build in the library statically, so we specify this to ensure that.
Now, we don't potentially build unnecessary targets.
We don't need to use a std::string here, given all that's done is
comparing the character sequence against another. This allows passing
regular const char* without needing to heap allocate.
Instead, we make a proper registry class and house it within the main
window, then pass it to whatever needs access to the loaded hotkeys.
This way, we avoid a global variable, and don't need to initialize a
std::map instance before the program can do anything.
These members don't need to be entirely exposed, we can instead expose
an API to operate on them without directly needing to mutate them
We can also guard against overflow/API misuse this way as well, given
active_sessions is an unsigned value.
The codec used by Qt for const char* and std::string don't necessarily
have to be the same depending on locale. Therefore, we should be using
the correct functions to do the conversions.
In OnMenuRecentFile() we don't need to construct a QFileInfo instance
just to check if a file exists, we can just use the static member
function to do that (which Qt's documentation also notes as quicker than
constructing an instance).
In UpdateUITheme(), we just want to try and open the file and check the
success of that operation. Technically speaking, between the existence
check and the open call, the file can be deleted or moved, but still
appear to succeed in code. i.e.
1. Existence check -> Returns true
2. File is moved/deleted
3. Open is called, the return value of which isn't checked
4. Nonsense behavior
This way we combine the existence check and the open into one.
Previously, when canceling out of the Load Folder dialog, a user would
get an error dialog about the selected folder not containing a main
file, however, by canceling out of the dialog, no selection was actually
made.
Gets rid of the need to hardcode the type in multiple places. This will
now be deduced automatically, based off the elements in the container
being provided to the algorithm.
Rather than having to type out the full std::map type signature, we can
just use a straightforward alias. While we're at it, rename
GetBreakpointList to GetBreakpointMap, which makes the name more
accurate. We can also get rid of unnecessary u64 static_casts, since
VAddr is an alias for a u64.
4f96c63 emit_x64_vector_floating_point: Simplify FPVector{Min,Max}
e15fdfe emit_x64_vector_floating_point: Simplify Get*Vector functions
734a00b emit_x64_floating_point: Remove EmitProcessNaNs
fd45191 devirtualize: Replace DEVIRT macro with function template
67ba5d0 fuzz_with_unicorn: Remove FCVT_float from ignore list
66e6dd1 a32_emit_x64: std::move A32::UserConfig in the constructor
b4890b6 emit_x64_floating_point: Use EmitPostProcessNaNs in EmitFPMulX
18b2943 emit_x64_floating_point: Remove unnecessary DenormalsAreZero from EmitFPSingleToDouble and EmitFPDoubleToSingle
df1f81f emit_x64_floating_point: Simplify EmitFP{Min,Max}{,Numeric}{32,64}
21fb1c3 emit_x64_floating_point: Reduce NaN processing overhead
f5c9f0f A64: Implement FMULX, scalar single/double variant
8f47773 IR: Implement FPMulX IR instruction
79e6440 fuzz_with_unicorn: Randomize SP
33c80e3 fuzz_with_unicorn: Randomize PC
8d41024 testenv: Make code_mem mobile
a9fae0e emit_x64_vector: Vectorize 32-bit variants of paired min/max
8926a92 emit_x64_vector: Improve code emission of VectorGetElement* for index == 0
e20bd38 reg_alloc: Do a UseScratch if a Use destination is too small
a19fa0e fuzz_with_unicorn: Randomize FPCR.AHP and FPCR.FZ16
775f368 emit_x64_floating_point: AVX implementation of ForceToDefaultNaN
71018a1 emit_x64_vector_floating_point: Prefer blendvp{s,d} to vblendvp{s,d} where possible
137f4b3 backend_x64: Remove all use of xmm0
e73d67a emit_x64_vector_floating_point: AVX implementation of ForceToDefaultNaN
43cca54 emit_x64_vector_floating_point: Reduce codesize of ForceToDefaultNaN
5dc40f4 emit_x64_vector_floating_point: Reduce codesize of EmitTwoOpVectorOperation
07622ee emit_x64_vector_floating_point: Correct FMA in FTZ mode
621c85b emit_x64_floating_point: DenormalsAreZero is redundant as hardware already does DAZ
3d0ebaa emit_x64_floating_point: FlushToZero is redundant as hardware already does FTZ
f626ff8 backend_x64: Fix FPVectorMulAdd and FPMulAdd NaN handling with denormals
adeb9d9 a32/fuzz_arm: Disable vfp tests
19ea70d fuzz_with_unicorn: Randomize FPCR.FZ
895db36 backend_x64: Fix bugs when FPCR.FZ=1
d7e2de2 fuzz_with_unicorn: Extract RandomFpcr function
c858d6c fp/info: Deduplicate functions
5b88ec2 emit_x64_floating_point: Deduplicate EmitFPMulAdd implementation
The benefit of std::string_view comes from the idea of avoiding copies
(essentially acting as a non-owning view), however if we're just going
to copy into a local variable immediately, there's not much benefit
gained here.
Ensures both operands have the same sign in the comparison.
While we're at it, we can get rid of the redundant casting of ub_size to
an int. This type will always be trivial and alias a built-in type (not
doing so would break backwards compatibility at a standard level).
All calling code assumes that the rasterizer will be in a valid state,
which is a totally fine assumption. The only way the rasterizer wouldn't
be is if initialization is done incorrectly or fails, which is checked
against in System::Init().
We move the initialization of the renderer to the core class, while
keeping the creation of it and any other specifics in video_core. This
way we can ensure that the renderer is initialized and doesn't give
unfettered access to the renderer. This also makes dependencies on types
more explicit.
For example, the GPU class doesn't need to depend on the
existence of a renderer, it only needs to care about whether or not it
has a rasterizer, but since it was accessing the global variable, it was
also making the renderer a part of its dependency chain. By adjusting
the interface, we can get rid of this dependency.
This amends cases where crashes can occur that were missed due to the
odd way the previous code was set up (using 3DS memory regions that
don't exist).
Using member variables for referencing the segments array increases the
size of the class in memory for little benefit. The same behavior can be
achieved through the use of accessors that just return the relevant
segment.
Avoids using a u32 to compare against a range of size_t, which can be a
source of warnings. While we're at it, compress a std::tie into a
structured binding.
Avoids performing unnecessary copies of 65560 byte sized ShaderSetup
instances, considering it's only used as part of lookup and not
modified.
Given the parameters were already const, it's likely taking these
parameters by reference was intended but the ampersand was forgotten.
None of these files are used in any meaningful way. They're just
leftovers from citra. Also has the benefit of getting rid of an unused
global variable.
General moving to keep kernel object types separate from the direct
kernel code. Also essentially a preliminary cleanup before eliminating
global kernel state in the kernel code.
Makes the global a member of the RendererBase class. We also change this
to be a reference. Passing any form of null pointer to these functions
is incorrect entirely, especially given the code itself assumes that the
pointer would always be in a valid state.
This also makes it easier to follow the lifecycle of instances being
used, as we explicitly interact the renderer with the rasterizer, rather
than it just operating on a global pointer.
Previously the code was using the values from params further below after
it was std::moved. Thankfully, given AudoutParams is a trivially
copyable struct, the values would have simply been copied in this
instance and not invalidated to garbage values.
Amends the initializer list to be in the same order that each variable
would be initialized in. We also do this to ensure we don't use a bogus
uninitialized instance of the exclusive monitor within MakeJit()
We can also remove the jit member from the initializer list as this is
initialized by PageTableChanged()
Note: according to cppreference it is necessary to convert char to unsigned char when using std::tolower and std::toupper, otherwise the behaviour would be undefined.
We shouldn't be upcasting our file instances. Given a
PartitionFilesystem is currently designed to accept any arbitrary
VfsFile instances, casting to a more specific type than that is just bad
design, and shows an interface design issue.
Avoids copies from being made, since the string is only ever used for
lookup, the data is never transfered anywhere.
Ideally, we'd use a std::string_view here, but devices is a
std::unordered_map, not a std::map, so we can't use heterogenous lookup
here.
Avoids unnecessary reference count increments and decrements.
In one case, we don't need to make a shared_ptr copy at all,
just to call a member function.
We don't need to keep calling the same function over and over again in a
loop, especially when the behavior is slightly non-trivial. We can just
keep a reference to the looked up location and do all the checking and
assignments based off it instead.
RealVfsFile inherits from VfsFile, the instance from std::make_shared is
already compatible with the function argument type, making the copy
constructor call unnecessary.
Allows avoiding unnecessary copies of the vector depending on the
calling code.
While we're at it, remove a redundant no-parameter base constructor call
There's no need to perform the resize separately here, since the
constructor allows presizing the buffer.
Also move the empty string check before the construction of the string
to make the early out more straightforward.
This is equivalent to doing:
push_back(std::string(""));
which is likely not to cause issues, assuming a decent std::string
implementation with small-string optimizations implemented in its
design, however it's still a little unnecessary to copy that buffer
regardless. Instead, we can use emplace_back() to directly construct the
empty string within the std::vector instance, eliminating any possible
overhead from the copy.
We can just use the variant of std::string's replace() function that can
replace an occurrence with N copies of the same character, eliminating
the need to allocate a std::string containing a buffer of spaces.
We don't need to toss away the Subroutine instance after the find() call
and reconstruct another instance with the same data right after it.
Particularly give Subroutine contains a std::set.
ReplaceFileWithSubdirectory() takes a VirtualFile and a VirtualDir, but
it was being passed a string as one of its arguments. The only reason
this never caused issues is because this template isn't instantiated
anywhere yet.
This corrects an issue before it occurs.
We can just leverage std::unique_ptr to automatically close these for us
in error cases instead of jumping to the end of the function to call
fclose on them.
Instead of using an unsigned int as a parameter and expecting a user to
always pass in the correct values, we can just convert the enum into an
enum class and use that type as the parameter type instead, which makes
the interface more type safe.
We also get rid of the bookkeeping "NUM_" element in the enum by just
using an unordered map. This function is generally low-frequency in
terms of calls (and I'd hope so, considering otherwise would mean we're
slamming the disk with IO all the time) so I'd consider this acceptable
in this case.
Allows avoiding constructing std::string instances, since this only
reads an arbitrary sequence of characters.
We can also make ParseFilterRule() internal, since it doesn't depend on
any private instance state of Filter
These can just use a view to a string since its only comparing against
two names in both cases for matches. This avoids constructing
std::string instances where they aren't necessary.
Allows pushing strongly-typed enum members without the need to always
cast them at the call sites.
Note that we *only* allow strongly-typed enums in this case. The reason
for this is that strongly typed enums have a guaranteed defined size, so
the size of the data being pushed is always deterministic. With regular
enums this can be a little more error-prone, so we disallow them.
This function simply uses the underlying type of the enum to determine
the size of the data. For example, if an enum is defined as:
enum class SomeEnum : u16 {
SomeEntry
};
if PushEnum(SomeEnum::SomeEntry); is called, then it will push a
u16-size amount of data.
2018-07-20 15:00:58 -04:00
512 changed files with 24767 additions and 10714 deletions
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