-
-
Notifications
You must be signed in to change notification settings - Fork 1.9k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Minor change #2342
Minor change #2342
Conversation
@Zangetsu38, thanks for your PR! By analyzing the history of the files in this pull request, we identified @vlj, @Nekotekina and @raven02 to be potential reviewers. |
What a useless PR. Stop wasting my time or I'll have to ban you again. |
Actually we use only D3D (part of DirectX). |
I have only restore Unknown and DirectX 12 name for same other GCM_ENUM etc.., and same before and GSframe indicate DirectX 12 while setting dialog indicate D3D12, just more clear, that all, |
@Zangetsu38 As I mentioned earlier, its best to leave those cosmetic changes out and maybe submit only the stubbed cellMusic function and the BufferUtils improvement. Comsetic changes like that tend to be divisive and don't add new functionality. |
Seems strange that cellMusicSetVolume2 takes no arguments? If it does have arguments won't this unbalance the stack? |
@kd-11 Yes I know that, but the other 2 changes, are just the one for the useless code that had been forgotten, and make it all clearer, nothing else: / |
Then change GUI back to D3D12. |
@Nekotekina For Gui i have juste restored same before and also same in GSFrame, and also same Vk Named Vulkan and GL named OpenGL , and for D3D12 same think abbreviation for Direct3D12 = DirectX 12, It just seemed logical to me, it makes it a little strange caused by Only DirectX 12 use abbreviation, two other that well their full name, and name D3D12 no clear for all user |
I've done |
PPU: Fix two Warning compile. Add info in BufferUtils for log.
Oops. there is nothing to merge. Also I don't think that "Unknown" is better. |
@Nekotekina Sorry but precisely if we need it, kd-11 said it himself, the change in BuferUtil was necessary, I found the missing value to fix a games like that, and kd-11 will implement it after , We need it to find other value and therefore why he said we should merge. And for Unknow, I only handed it over as it was before and especially as is the case in the rest of the code, it's only to be consistent with all the code, see here: This is already written Unknown in all the rest of the code, precisely because that is what it means, unknown value (not known therefore), value invalid means nothing in this case. And I had not just done that, there was also a small cleanup of old undeleted code that had been forgotten at the time, "break" and "unsupported" are not useful if all boxes return a value , It was precisely in order to save you time. |
There are some unimplemented exapansions in BufferUtils which is why I agreed that the change was useful in that case. The gramatical stuff I don't care for. |
@kd-11 Yes I know, I had to implement a single value in cell music, since I did not test the rest, otherwise I would have done too. |
That change alone would be too small to justify a PR by itself. While it would provide some useful information in case of a crash, it does not improve functionality, which is why I usually let my work stay in my private fork for a while until I have something bigger to provide. |
ho ok, i see sorry :/ |
Thx @kd-11 for help and approve this
d3d12: Fix typo, invalid no says Unknown it is a different and little clean up in D3D12Formats.
PPU: Fix two Warning compile.
Add info in BufferUtils for log.