Analysis passes do not have a good reason to depend on shader_ir.h to
work on top of nodes. This splits node-related declarations to their own
file and leaves the IR in shader_ir.h
To prepare for translation support, this makes all of the widgets
cognizant of the language change event that occurs whenever
installTranslator() is called and automatically retranslates their text
where necessary.
This is important as calling the backing UI's retranslateUi() is often
not enough, particularly in cases where we add our own strings that
aren't controlled by it. In that case we need to manually refresh the
strings ourselves.
Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.
This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
Enforces the use of the proper URL resolution functions. e.g.
url = some_local_path_string;
should actually be:
url = QUrl::fromLocalPath(some_local_path_string);
etc.
This makes it harder to cause bugs when operating with both strings and
URLs at the same time.
Other overloads of start() are considerably much safer to use if we ever
need this in the future and need to pass arguments to the program, given
it contains separate parameters for the program path and the arguments
themselves, whereas this unsafe overload contains both as a single
string.
Given the alternatives are much safer, we can disable this.
If this path was ever taken, a runtime exception would occur due to the
lack of a formatting specifier to insert the error code into the format
string.
Its prototype declared at the top of the translation unit contains the
static qualifier, so the function itself should also contain it to make
it a proper internally linked function.
The deleter can just be set in the constructor and maintained throughout
the lifetime of the object.
If a contained pointer is null, then the deleter won't execute, so this
is safe to do. We don't need to swap it out with a version of a deleter
that does nothing.
We can make this message more meaningful by indicating the location the
screenshot has been saved to. We can also log out whenever a screenshot
could not be saved (e.g. due to filesystem permissions or some other
reason).
Treating it as a u16 can result in a sign-conversion warning when
performing arithmetic with it, as u16 promotes to an int when aritmetic
is performed on it, not unsigned int.
This also makes the interface more uniform, as the layout interface now
operates on u32 across the board.
We can just pass a pointer to GMainWindow directly and make it a
requirement of the interface. This makes the interface a little safer,
since this would technically otherwise allow any random QWidget to be
the parent of a render window, downcasting it to GMainWindow (which is
undefined behavior).
"position" was being written but not read anywhere besides geometry
shaders, where it had the same value as gl_Position.
This commit replaces "position" with gl_Position, reducing the
complexity of our code and the emitted GLSL code.
Allows for things such as:
auto rect = Common::Rectangle{0, 0, 0, 0};
as opposed to being required to explicitly write out the underlying
type, such as:
auto rect = Common::Rectangle<int>{0, 0, 0, 0};
The only requirement for the deduction is that all constructor arguments
be the same type.
Stays consistent in our code with using Qt's provided mechanisms, and
also properly handles Unicode paths (which file streams on Windows don't
do very well).
Qt uses a signed value to represent indices. We should follow this
convention where applicable to avoid unnecessary sign-conversion
warnings, as well as making it easier to interoperate with other aspects
of Qt.
While we're at it, we can also make a sign-conversion explicit.
Makes the dependency explicit in the TelemetrySession's interface
instead of making it a hidden dependency.
This also revealed a hidden issue with the way the telemetry session was
being initialized. It was attempting to retrieve the app loader and log
out title-specific information. However, this isn't always guaranteed to
be possible.
During the initialization phase, everything is being constructed. It
doesn't mean an actual title has been selected. This is what the Load()
function is for. This potentially results in dead code paths involving
the app loader. Instead, we explicitly add this information when we know
the app loader instance is available.
Fix missing OpSelectionMerge instruction. This caused devices loses on
most hardware, Intel didn't care.
Fix [-1;1] -> [0;1] depth conversions.
Conditionally use VK_EXT_scalar_block_layout. This allows us to use
non-std140 layouts on UBOs.
Update external Vulkan headers.
Keeps track of native ASTC support, VK_EXT_scalar_block_layout
availability and SSBO range.
Check for independentBlend and vertexPipelineStorageAndAtomics as a
required feature. Always enable it.
Use vk::to_string format to log Vulkan enums.
Style changes.
critical() is intended for critical/fatal errors that threaten the
overall stability of an application. A user entering a conflicting key
sequence is neither of those.
1. This is something that should be solely emitted by the hotkey dialog
itself
2. This is functionally unused, given there's nothing listening for the
signal.
The previous code was all "smushed" together wasn't really grouped
together that well.
This spaces things out and separates them by relation to one another,
making it easier to visually parse the individual sections of code that
make up the constructor.
Uses a std::string_view instead of a std::string, given the pointed to
string isn't modified and is only used in a formatting operation.
This is nice because a few usages directly supply a string literal to
the function, allowing these usages to otherwise not heap allocate,
unlike the std::string overloads.
While we're at it, we can combine the address formatting into a single
formatting call.
A checkbox is able to be tri-state, giving it three possible activity
types, so in the connect call here, it would actually be truncating an
int into a bool.
Instead, we can just listen on the toggled() signal, which passes along
a bool, not an int.
The following code is broken on AMD's proprietary GLSL compiler:
```glsl
uint idx = ...;
vec4 values = ...;
float some_value = values[idx & 3];
```
It index the wrong components, to fix this the following pessimized code
is emitted when that bug is present:
```glsl
uint idx = ...;
vec4 values = ...;
float some_value;
if ((idx & 3) == 0) some_value = values.x;
if ((idx & 3) == 1) some_value = values.y;
if ((idx & 3) == 2) some_value = values.z;
if ((idx & 3) == 3) some_value = values.w;
```
Component indexing on AMD's proprietary driver is broken. This commit adds
a test to detect when we are on a driver that can't successfully manage
component indexing.
It dispatches a dummy draw with just one vertex shader that writes to an
indexed SSBO from the GPU with data sent through uniforms, it then reads
that data from the CPU and compares the expected output.
nullptr was being returned in the error case, which, at a glance may
seem perfectly OK... until you realize that std::string has the
invariant that it may not be constructed from a null pointer. This
means that if this error case was ever hit, then the application would
most likely crash from a thrown exception in std::string's constructor.
Instead, we can change the function to return an optional value,
indicating if a failure occurred.
Makes the parameter ordering consistent, and also makes the filename
parameter a std::string. A std::string would be constructed anyways with
the previous code, as IOFile's only constructor with a filepath is one
taking a std::string.
We can also make WriteStringToFile's string parameter utilize a
std::string_view for the string, making use of our previous changes to
IOFile.