This fixes the desync on playback of start-from-boot input recordings
made while using the GC adapter, as well as other desyncs that could
potentially occur in other circumstances where this bit is used.
I used a previously reserved bit in the ControllerState to store the
new data, so this shouldn't significantly break backwards
compatibility. However, tools that aren't aware of this new bit may set
it to 0, which will break input recordings that contain it.
Makes the names consistent between declaration and definition and
adjusts them to follow our code formatting guidelines.
Now all functions in the translation unit follow our formatting
guidelines.
Constructs the strings directly within the container instead of
performing a construction, then a copy.
The reasoning is that the BACKEND_* strings are const char arrays, so
the push_back code is equivalent to:
push_back(std::string(BACKEND_WHATEVER)) instead of forwarding the
arguments to a constructed instance directly in the container.
We can use u32 instead of unsigned int to shorten up these definitions
and make them much nicer to read.
While we're at it, change the size array to house u32 elements
to match the return value of the function.
We can use u32 instead of unsigned int to shorten up these definitions
and make them much nicer to read.
While we're at it, change the size array to house u32 elements to match
the return value of the function.
This is only ever used to retrieve a raw view of the given UID data
structure, however it's already valid C++ to retrieve a char/unsigned
char view of an object for bytewise inspection.
u8 maps to unsigned char on all platforms we support, so we can just do
this directly with a reinterpret cast, simplifying the overall
interface.
Zero-initialization zeroes out all members and padding bits, so this is
safe to do. While we're at it, also add static assertions that enforce
the necessary requirements of a UID type explicitly within the ShaderUid
class.
This way, we can remove several memset calls around the shader
generation code that makes sure the underlying UID data is zeroed out.
Now our ShaderUid class enforces this for us, so we don't need to care about
it at the usage sites.
Now that we utilize C++17, we can simply return an optional containing
the code instead of using an out variable and a boolean result,
essentially combining them into one.
This provides a much more straightforward interface.
Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.