We had one implementation of this type of data structure in Arm64Emitter
and one in VideoCommon. This moves the Arm64Emitter implementation to
its own file and adds begin and end functions to it, so that VideoCommon
can use it.
You may notice that the license header for the new file is CC0. I wrote
the Arm64Emitter implementation of SmallVector, so this should be no
problem.
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
Android interprets char as unsigned char, so comparing with 0 triggers a
tautological-unsigned-char-zero-compare warning.
Casting c to an unsigned char and removing the comparison with 0
resolves the warning while needing one less comparison on all platforms.