QCheckBox::toggled and other similar signals are used to save changes and to update widget status (such as enabled).. OnConfigChanged needs to load new values and trigger widget updates, but the new value shouldn't trigger a save. A save is unnecessary (the config has the correct values and the UI is being updated to those values) and it'd trigger another ConfigChanged signal. This commit blocks the save without blocking the signal entirely.
In NandPaths.cpp, the `std::initializer_list<char>` of illegal characters has been turned into a `char[]` (similar to the one in GameList.cpp).
The reverse iteration in ResourcePack.cpp seemed to provide no benefits, and doing without it it seemed to have no ill effects.
The new `Common::Contains` and `Common::ContainsSubrange` function objects mirror C++23's `std::ranges::contains` and `std::ranges::contains_subrange`, respectively.
Recently there was some issues in TASVideos trying to sync a Donkey Kong Country Returns TAS. It eventually was synced by directly using the config from the TAS author. The exact setting which caused the desync was narrowed down to being in SYSCONF, with the country code. The TAS author lives in the US, so the country code matched the US country code, while the person attempting to sync the TAS did not live in the US.
Adding SYSCONF country code to the DTM should avoid this being an issue for future Dolphin versions.
When the input register and carry flags are known, we can always
precompute the result.
We still materialize the immediate when the condition register
needs to be updated, but this seems to be a general problem. I might
look into that one day, but for now this'll do.
- ConstantFalse
Before:
0x52800119 mov w25, #0x8 ; =8
0x2a1903fa mov w26, w25
After:
N/A
- ConstantTrue
Before:
0x52800119 mov w25, #0x8 ; =8
0x1100073a add w26, w25, #0x1
After:
N/A
Same optimization we did for subfex. Skip loading the carry flag into a
temporary register first when we're dealing with zero.
Before:
0x394bd3b8 ldrb w24, [x29, #0x2f4]
0x2a1803f9 mov w25, w24
After:
0x394bd3b9 ldrb w25, [x29, #0x2f4]
When both the input register and the carry flag are constants, the
result can be precomputed.
Before:
0x52800016 mov w22, #0x0 ; =0
0x2a3603f6 mvn w22, w22
After:
The result is either -1 or 0 depending on the state of the carry flag.
This can be done with a csetm instruction.
Before:
0x1280001a mov w26, #-0x1 ; =-1
0x1a1f035a adc w26, w26, wzr
After:
0x5a9f23fa csetm w26, lo
When the immediate is zero, we can load the carry flag from memory
directly to the destination register.
Before:
0x394bd3b8 ldrb w24, [x29, #0x2f4]
0x2a1803f9 mov w25, w24
After:
0x394bd3b9 ldrb w25, [x29, #0x2f4]
To my knowledge, all of the GameCube versions of *Metroid Prime* and *Metroid Prime 2: [Dark] Echoes* only support 4:3, not 16:9 .
Currently, Dolphin's widescreen heuristic will fail to detect this and will erratically switch between 4:3 and 16:9 when Aspect Ratio is set to Auto.
These changes prevent the erratic aspect ratio switching by manually declaring that the game is solely 4:3.
Resolves duplicate OSD messages for Loading and Found custom textures.
VideoBackend initialization results in HiresTexture::Init being called.
We already call HiresTexture::Update when OnNewTitleLoad is called.
Thus we can remove HiresTextures::Init completely as it is redundant.