This variable isn't std::moved anywhere and is just read out of into a
string. Instead of making a copy, and then another copy of the data into
a std::string, we can take it by reference, only copying the data once.
This isn't std::moved wholesale into a member variable or further
std::moved into another function, so it's better to take it by const
reference here to avoid unnecessary reallocations of contained
std::string instances.
Moves it closer to where its used, narrowing its visible scope, as well
as preventing unnecessary std::string constructor executions in the
event invalid data is encountered (the continue branch).
std::function is allowed to heap allocate in order to store captured
variables, etc, so std::function isn't a trivial type. We can std::move
here in order to avoid potential reallocating.
While we're at it, make the definition's parameter name match the
declaration's parameter name for consistency.
If the parameter is const, then a move won't actually be able to occur,
making the std::move non-functional. We can remove the const qualifier
to remedy this.
This is a giant hack which was previously removed because it causes
broken rendering. However, it seems that some devices still do not
support logical operations (looking at you, Adreno/Mali). Therefore, for
a handful of cases where the hack actually makes things slightly better,
we can use it.
... but not without spamming the log with warnings. With my warning
message PR, we can inform the users before emulation starts anyway.
PARTITION_NONE technically has a runtime static constructor otherwise.
This allows compile-time instances of Partition to be created without
the use of a static constructor.
Introduced in a995e2f5ba
We need to be performing a bitwise AND on the flags and not a logical
AND, otherwise we could end up counting device objects that don't
support forced feedback.
Makes it a little more explicit which dialog outcomes we're expecting.
While we're at it, we can invert them into guard clauses to unindent
code a little bit.
Avoids propagating headers into scopes where they're not necessary.
Also uncovered reliance on an indirect inclusion within
CheatsManager.cpp, which is now fixed.
If a user indicates that they want to clone and edit an AR code, then
click cancel on the following dialog, we shouldn't actually clone the
code.
We also shouldn't resave the codes if the edit dialog is opened and then
closed again via cancel, as there's nothing that actually changed. This
way we don't perform disk accesses unless they're actually necessary.
Previously, the constructor of GameConfigEdit wasn't doing anything with
the passed in parent pointer. This is dangerous because it can result in
memory being leaked in certain scenarios. It can also affect layout
decisions made by the parent. Instead, pass it through to the base class.
Current usages of the class pass in nullptr as the parent, so this is a
safe change to make with regards to the class hierarchy.
While we're at it, we can std::move the passed in QString into the class
member, allowing calling code to move strings into the constructor,
avoiding copies.
API has been made stricter, layers are now managed with shared pointers,
so using them temporarily increased their reference counters.
Additionally, any s_layers map has been guarded by a read/write lock,
as concurrent write/reads to it were possible.
QStringLiterals generate a buffer so that during runtime there's very
little cost to constructing a QString. However, this also means that
duplicated strings cannot be optimized out into a single entry that gets
referenced everywhere, taking up space in the binary.
Rather than use QStringLiteral(""), we can just use QString{} (the
default constructor) to signify the empty string. This gets rid of an
unnecessary string buffer from being created, saving a tiny bit of
space.
While we're at it, we can just use the character overloads of particular
functions when they're available instead of using a QString overload.
The characters in this case are Latin-1 to begin with, so we can just
specify the characters as QLatin1Char instances to use those overloads.
These will automatically convert to QChar if needed, so this is safe.
Previously code assumed that if DX11.1 runtime is supported, logic ops will,
but Windows 7 SP1 with a Platform Update supports DX11.1 runtime without logic ops.
This created pretty jarring visual artifacts, which now should be gone OR replaced
with much less jarring errors.
AddMessage() by itself doesn't perform string formatting facilities, so
this message was actually using the EFB scale as a duration value, not a
format argument. This corrects that.
Same behavior without hardcoding the type of the mutex within the lock
guards. This means the type of the mutex would be able to be changed
without needing to also change all occurrences lock guards are used.
Allows callers to std::move strings into the functions (or automatically
assume the move constructor/move assignment operator for rvalue
references, potentially avoiding copies altogether.
Removes constructors and destructors that don't actually provide any
behavior (i.e. doesn't constain generated code related to non-trivial
members in a cpp file, etc).
Lessens the amount of code present.
This is already provided in the base class, which performs the same
exact behavior. Given the function in the base class isn't virtual, this
also essentially resolves an instance of shadowing.