* Uses PopWait to reduce the amount of busy waiting if there aren't many
new logs
* Opens the log file as shared on windows, letting other programs read
the logs, but not write to them while citra is running
* Flushes the logs to disk if a log >= error arrives
Adds a condition var to SPSCQueue so when a new log is pushed it will
wake the consumer thread that is calling PopWait. This only applies to
to queues with NeedSize=true
* Change the logging backend to support multiple sinks through the
Backend Interface
* Add a new set of logging macros to use fmtlib instead.
* Qt: Compile as GUI application on windows to make the console hidden by
default. Add filter configuration and a button to open log location.
* SDL: Migrate to the new logging macros
* Discard gas_mode renders
This discards the gas_mode / fog effect from games that use it and allows the games to display without it. Note that gas mode is still unimplemented and will LOG<CRITICAL>.
This bypasses #3287. (Doesn't fix it)
* fix clang
json.hpp wants it, but it isn't always available. Rather than patch
json.hpp directly to remove the dependency, provide a json.h wrapper
header that subs in std::experimental::string_view using preprocessor
magic. All the consumers of json.hpp are in src/web_service, so the
wrapper header is placed there as well.
Versions prior to this didn't compile on OpenBSD due to unconditional
use of the non-standard strtod_l() function.
The fmt::MemoryWriter API has been removed in the intervening
versions, so replace its use with fmt::memory_buffer and fmt::format_to.
The library also no longer provides the fmt::fmt ALIAS, so define
it in externals/CMakeLists.txt.
swap{16,32,64} are defined as macros on the two, but client code
tries to invoke them as Common::swap{16,32,64}, which naturally
doesn't work. This hack redefines the macros as inline functions
in the Common namespace: the bodies of the functions are the
same as the original macros, but relying on OS-specific
implementation details like this is of course brittle.
Apparently several games check the shared page mac address and wifi
link level values, and will refuse to start UDS if they are not correct.
This change gives a default value (in case you aren't connected to a
network) and will read the value from Room if you are connected.