* renderer_gl: Make rasterizer normal class member
* It doesn't need to be heap allocated anymore
* gl_rasterizer: Remove default_texture
* It's unused
* gl_rasterizer: General cleanup
* gl_rasterizer: Lower case lambdas
* Match style with review comments from vulkan backend
* rasterizer_cache: Prevent memory leak
* Since the switch from shared_ptr these surfaces were no longer being destroyed properly. Use our garbage collector for that purpose to destroy it safely for both backends
* rasterizer_cache: Make temp copy of old surface
* The custom surface would override the memory region of the old region resulting in garbage data, this ensures the custom surface is constructed correctly
* citra_qt: Manually create dialog tabs
* Allows for custom constructors which is very useful. While at it, global state is now eliminated from configuration
* citra_qt: Eliminate global system usage
* core: Remove global system usage in memory and HIO
* citra_qt: Use qOverload
* tests: Run clang format
* gl_texture_runtime: Fix surface scaling
* Move mii to own namespace and add checksummed mii data
* Fix compile issues
* Make mii classes trivial and add cast operator
* Fix Android side
* Add new line at the end of files.
* Make miidata a struct and crc16 a u32_be as per switch code.
* Apply suggestions
* Change back crc to u16 and set padding to 0.
* rasterizer_cache: Sentence surfaces
* gl_texture_runtime: Remove runtime side allocation cache
* rasterizer_cache: Adjust surface scale during reinterpreration
* Fixes pixelated outlines. Also allows to remove the d24s8 specific hack and is more generic in general
* rasterizer_cache: Remove Expand flag
* Begone!
* rasterizer_cache: Cache framebuffers with surface id
* rasterizer_cache: Sentence texture cubes
* renderer_opengl: Move texture mailbox to separate file
* Makes renderer_opengl cleaner overall and allows to report removal threshold from runtime instead of hardcoding. Vulkan requires this
* rasterizer_cache: Dont flush cache on layout change
* rasterizer_cache: Overhaul framebuffer management
* video_core: Remove duplicate
* rasterizer_cache: Sentence custom surfaces
* Vulkan cannot destroy images immediately so this ensures we use our garbage collector for that purpose
* service/gsp: Implement saving of framebuffers in SaveVramSysArea.
* Address review comments.
* service/apt: Separate capture info and capture buffer info.
The former is used with the RequestForSysApplet message and GetCaptureInfo.
The latter is used with SendCaptureBufferInfo and ReceiveCaptureBufferInfo.
* service/apt: Add and implement more service commands.
* service/apt: Implement power button.
* Address review comments and fix GetApplicationRunningMode bug.
* kernel: Properly clean up process threads on exit.
* kernel: Track process-owned memory and free on destruction.
* apt: Implement DoApplicationJump via home menu when available.
* kernel: Move TLS allocation management to owning process.
The log filter was being ignored on initialization due to the logging instance being initialized before the config instance, so the log filter was set to its default value.
This fixes that oversight, along with using descriptive exceptions instead of abort() calls.
This simplifies the logging system.
This also fixes some lost messages on startup.
The simplification is simple. I removed unused functions and moved most things in the .h to the .cpp. I replaced the unnecessary linked list with its contents laid out as three member variables. Anything that went through the linked list now directly accesses the backends. Generic functions are replaced with those for each specific use case and there aren't many. This change increases coupling but we gain back more KISS and encapsulation.
With those changes it was easy to make it thread-safe. I just removed the mutex and turned a boolean atomic. I was planning to use this thread-safety in my next PR about stacktraces. It was actually async-signal-safety at first but I ended up using a different approach. Anyway getting rid of the linked list is important for that because have the list of backends constantly changing complicates things.