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@ -51,12 +51,15 @@ bool Config::LoadINI(const std::string& default_contents, bool retry) {
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}
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static const std::array<int, Settings::NativeButton::NumButtons> default_buttons = {
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InputManager::N3DS_BUTTON_A, InputManager::N3DS_BUTTON_B, InputManager::N3DS_BUTTON_X,
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InputManager::N3DS_BUTTON_Y, InputManager::N3DS_DPAD_UP, InputManager::N3DS_DPAD_DOWN,
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InputManager::N3DS_DPAD_LEFT, InputManager::N3DS_DPAD_RIGHT, InputManager::N3DS_TRIGGER_L,
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InputManager::N3DS_TRIGGER_R, InputManager::N3DS_BUTTON_START, InputManager::N3DS_BUTTON_SELECT,
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InputManager::N3DS_BUTTON_A, InputManager::N3DS_BUTTON_B,
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InputManager::N3DS_BUTTON_X, InputManager::N3DS_BUTTON_Y,
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InputManager::N3DS_DPAD_UP, InputManager::N3DS_DPAD_DOWN,
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InputManager::N3DS_DPAD_LEFT, InputManager::N3DS_DPAD_RIGHT,
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InputManager::N3DS_TRIGGER_L, InputManager::N3DS_TRIGGER_R,
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InputManager::N3DS_BUTTON_START, InputManager::N3DS_BUTTON_SELECT,
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InputManager::N3DS_BUTTON_DEBUG, InputManager::N3DS_BUTTON_GPIO14,
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InputManager::N3DS_BUTTON_ZL, InputManager::N3DS_BUTTON_ZR, InputManager::N3DS_BUTTON_HOME,
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InputManager::N3DS_BUTTON_ZL, InputManager::N3DS_BUTTON_ZR,
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InputManager::N3DS_BUTTON_HOME,
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};
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static const std::array<int, Settings::NativeAnalog::NumAnalogs> default_analogs{{
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@ -116,7 +119,7 @@ void Config::ReadValues() {
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Settings::values.shaders_accurate_mul =
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sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false);
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Settings::values.use_asynchronous_gpu_emulation =
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", true);
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", true);
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Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true);
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Settings::values.resolution_factor =
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "resolution_factor", 1));
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@ -64,7 +64,8 @@ std::u16string GetTitle(std::string physical_name) {
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memcpy(&smdh, smdh_data.data(), sizeof(Loader::SMDH));
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// Get the title from SMDH in UTF-16 format
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std::u16string title{reinterpret_cast<char16_t*>(smdh.titles[static_cast<int>(language)].long_title.data())};
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std::u16string title{
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reinterpret_cast<char16_t*>(smdh.titles[static_cast<int>(language)].long_title.data())};
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return title;
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}
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@ -170,15 +170,17 @@ static Core::System::ResultStatus RunCitra(const std::string& filepath) {
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// Audio stretching on Android is only useful with lower framerates, disable it when fullspeed
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Core::TimingEventType* audio_stretching_event{};
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const s64 audio_stretching_ticks {msToCycles(500)};
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audio_stretching_event = system.CoreTiming().RegisterEvent(
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"AudioStretchingEvent", [&](u64, s64 cycles_late) {
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if (Settings::values.enable_audio_stretching) {
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Core::DSP().EnableStretching(Core::System::GetInstance().GetAndResetPerfStats().emulation_speed < 0.95);
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}
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const s64 audio_stretching_ticks{msToCycles(500)};
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audio_stretching_event =
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system.CoreTiming().RegisterEvent("AudioStretchingEvent", [&](u64, s64 cycles_late) {
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if (Settings::values.enable_audio_stretching) {
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Core::DSP().EnableStretching(
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Core::System::GetInstance().GetAndResetPerfStats().emulation_speed < 0.95);
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}
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system.CoreTiming().ScheduleEvent(audio_stretching_ticks - cycles_late, audio_stretching_event);
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});
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system.CoreTiming().ScheduleEvent(audio_stretching_ticks - cycles_late,
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audio_stretching_event);
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});
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system.CoreTiming().ScheduleEvent(audio_stretching_ticks, audio_stretching_event);
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// Start running emulation
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@ -339,7 +341,8 @@ jboolean Java_org_citra_citra_1emu_NativeLibrary_onGamePadMoveEvent(JNIEnv* env,
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x = std::clamp(x, -1.f, 1.f);
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y = std::clamp(-y, -1.f, 1.f);
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// Clamp the input to a circle (while touch input is already clamped in the frontend, gamepad is unknown)
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// Clamp the input to a circle (while touch input is already clamped in the frontend, gamepad is
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// unknown)
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float r = x * x + y * y;
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if (r > 1.0f) {
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r = std::sqrt(r);
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@ -358,9 +361,11 @@ jboolean Java_org_citra_citra_1emu_NativeLibrary_onGamePadAxisEvent(JNIEnv* env,
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}
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jboolean Java_org_citra_citra_1emu_NativeLibrary_onTouchEvent(JNIEnv* env,
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[[maybe_unused]] jclass clazz, jfloat x,
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jfloat y, jboolean pressed) {
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return static_cast<jboolean>(window->OnTouchEvent(static_cast<int>(x + 0.5), static_cast<int>(y + 0.5), pressed));
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[[maybe_unused]] jclass clazz,
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jfloat x, jfloat y,
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jboolean pressed) {
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return static_cast<jboolean>(
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window->OnTouchEvent(static_cast<int>(x + 0.5), static_cast<int>(y + 0.5), pressed));
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}
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void Java_org_citra_citra_1emu_NativeLibrary_onTouchMoved(JNIEnv* env,
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@ -117,26 +117,26 @@ void PrintMessageToLogcat(const Entry& entry) {
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android_LogPriority android_log_priority;
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switch (entry.log_level) {
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case Level::Trace:
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android_log_priority = ANDROID_LOG_VERBOSE;
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break;
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case Level::Debug:
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android_log_priority = ANDROID_LOG_DEBUG;
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break;
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case Level::Info:
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android_log_priority = ANDROID_LOG_INFO;
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break;
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case Level::Warning:
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android_log_priority = ANDROID_LOG_WARN;
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break;
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case Level::Error:
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android_log_priority = ANDROID_LOG_ERROR;
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break;
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case Level::Critical:
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android_log_priority = ANDROID_LOG_FATAL;
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break;
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case Level::Count:
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UNREACHABLE();
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case Level::Trace:
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android_log_priority = ANDROID_LOG_VERBOSE;
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break;
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case Level::Debug:
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android_log_priority = ANDROID_LOG_DEBUG;
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break;
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case Level::Info:
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android_log_priority = ANDROID_LOG_INFO;
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break;
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case Level::Warning:
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android_log_priority = ANDROID_LOG_WARN;
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break;
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case Level::Error:
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android_log_priority = ANDROID_LOG_ERROR;
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break;
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case Level::Critical:
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android_log_priority = ANDROID_LOG_FATAL;
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break;
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case Level::Count:
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UNREACHABLE();
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}
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__android_log_print(android_log_priority, "CitraNative", "%s", str.c_str());
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#endif
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@ -2038,8 +2038,8 @@ void RasterizerOpenGL::SyncShadowTextureBias() {
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}
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void RasterizerOpenGL::SyncAndUploadLUTsLF() {
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constexpr std::size_t max_size = sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler +
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sizeof(GLvec2) * 128; // fog
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constexpr std::size_t max_size =
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sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler + sizeof(GLvec2) * 128; // fog
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if (!uniform_block_data.lighting_lut_dirty_any && !uniform_block_data.fog_lut_dirty) {
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return;
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@ -517,7 +517,7 @@ private:
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if (!sanitize_mul) {
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// When accurate multiplication is OFF, NaN are not really handled. This is a
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// workaround to cheaply avoid NaN. Fixes graphical issues in Ocarina of Time.
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shader.AddLine("if (" + src1 + ".x != 0.0)");
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shader.AddLine("if ({}.x != 0.0)", src1);
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}
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SetDest(swizzle, dest_reg, fmt::format("(1.0 / {}.x)", src1), 4, 1);
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break;
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@ -527,7 +527,7 @@ private:
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if (!sanitize_mul) {
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// When accurate multiplication is OFF, NaN are not really handled. This is a
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// workaround to cheaply avoid NaN. Fixes graphical issues in Ocarina of Time.
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shader.AddLine("if (" + src1 + ".x > 0.0)");
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shader.AddLine("if ({}.x > 0.0)", src1);
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}
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SetDest(swizzle, dest_reg, fmt::format("inversesqrt({}.x)", src1), 4, 1);
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break;
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@ -624,7 +624,9 @@ static void WriteTevStage(std::string& out, const PicaFSConfig& config, unsigned
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AppendColorModifier(out, config, stage.color_modifier2, stage.color_source2, index_name);
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out += fmt::format(";\nvec3 color_results_{}_3 = ", index_name);
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AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name);
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out += fmt::format(";\nvec3 color_results_{}[3] = vec3[3](color_results_{}_1, color_results_{}_2, color_results_{}_3);\n", index_name, index_name, index_name, index_name);
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out += fmt::format(";\nvec3 color_results_{}[3] = vec3[3](color_results_{}_1, "
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"color_results_{}_2, color_results_{}_3);\n",
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index_name, index_name, index_name, index_name);
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// Round the output of each TEV stage to maintain the PICA's 8 bits of precision
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out += fmt::format("vec3 color_output_{} = byteround(", index_name);
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@ -102,9 +102,10 @@ TextureDownloaderES::TextureDownloaderES(bool enable_depth_stencil) {
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converter.lod_location = glGetUniformLocation(converter.program.handle, "lod");
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};
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// xperia64: The depth stencil shader currently uses a GLES extension that is not supported across all devices
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// Reportedly broken on Tegra devices and the Nexus 6P, so enabling it can be toggled
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if(enable_depth_stencil) {
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// xperia64: The depth stencil shader currently uses a GLES extension that is not supported
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// across all devices Reportedly broken on Tegra devices and the Nexus 6P, so enabling it can be
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// toggled
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if (enable_depth_stencil) {
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init_program(d24s8_r32ui_conversion_shader, ds_to_color_frag);
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}
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