Modify PPCSTATE_OFF and PPCSTATE_OFF_ARRAY macros when using GCC to
avoid useless log spam. Specifically, use a consteval lambda with gcc
_Pragma statements to disable the -Winvalid-offsetof warning inside the
macros.
Each successful build (and many failing ones) on the Android buildbot
generates almost 300 cases of -Winvalid-offsetof, resulting in thousands
of lines of log spam per build. In addition to bloating the log filesize
these spurious warnings make it harder to find actual warnings.
These warnings are generated by calls to the macros PPCSTATE_OFF and
PPCSTATE_OFF_ARRAY, which in turn are used by many other macros used by
the JIT. The ultimate cause is that offsetof is only conditionally
supported on non-standard-layout types, which includes the PowerPCState
struct.
To address potential questions of whether there's a better way to handle
this:
The obvious solution would be to modify PowerPCState so that it does
have a standard layout. This is unfortunately impractical.
To have a standard layout a type can only contain other types with
standard layouts. None of the stl containers are guaranteed to have
standard layouts, and PowerPCState contains a std::tuple and std::array.
PowerPCState also contains a PowerPC::Cache and InstructionCache which
themselves contain std:arrays and std::vectors.
Furthermore InstructionCache derives from Cache, and a derived class can
only have standard layout if at most one class in its hierarchy has a
non-static data member, but both classes have such members. Making
InstructionCache have a standard layout would require duplicating all
the functionality of Cache so it no longer derived from it, as well as
replacing the stl containers. This might require having a raw pointer to
said containers, with the manual memory management that implies.
All of that would be much more disruptive than would be justified to get
rid of some warnings (however annoying they might be). This is
compounded by the fact that PowerPCState hasn't had a standard layout
for a long time, if ever, and if the PPCSTATE_OFF macros weren't working
reliably it would have become obvious a long time ago.
As to why I picked the lambda solution over other potential changes:
- Keeping the define as-is and wrapping some gcc #pragmas around it
doesn't work because the pragmas don't get included when the define is
substituted to the call site.
- Keeping the define as a non-lambda expression and using inline
_Pragma() statements would ideally be better and works fine for msvc,
but fails for GCC with "'#pragma' is not allowed here".
- Turning off -Winvalid-offsetof globally for gcc would work, but there
might be other contexts where offsetof is problematic and GCC seems to
be the only compiler warning about it.
This was because the shader uniforms between the pixel and vertex shaders
were willingly left different, to avoid filling the vertex shader with unnecessary
params. Turns out all backends are fine with this except OGL.
The new behaviour is now much more consistent and well explained,
the "default" shaders are the ones that always run, and the non default
ones are the user selected ones (if any).
In std::string, you can store strings using any encoding, but in Dolphin
we have decided to use UTF-8. The problem is that if you convert between
std::string and std::filesystem::path using the built-in methods, the
standard library will make up its own assumption of what encoding you're
using in the std::string. On most OSes this is UTF-8, but on Windows
it's whatever the user's code page is.
What I believe is the C++ standard authors' intended solution to this is
to use std::u8string instead of std::string, but that's a big hassle to
move over to, because there's no convenient way to convert between
std::string and std::u8string. Instead, in Dolphin, we have added helper
functions that convert between std::string and std::filesystem::path in
the manner we want. You *always* have to use these when converting
between std::string and std::filesystem::path, otherwise we get these
kinds of encoding problems that we've been having with custom textures.
Fixes https://bugs.dolphin-emu.org/issues/13328.
The previous list had some issues. A lot of variant id's were set to 0x0000. Althought this works for some figures, on a technicallity implemented into the games, they are technically wrong and don't result in exactly the same experience as the real figures. For example, the previous small fry got a "series 1" text in the summon screen. The real small fry does not have this. I also added figure types so I can add seperate generation logic later.
The Kaos element only applies to 3 items. So, I decided to throw it under others since it's not listed as an element in the manual and you can easily search for Kaos