mirror of https://github.com/PCSX2/pcsx2.git
192 lines
13 KiB
C++
192 lines
13 KiB
C++
// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
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// SPDX-License-Identifier: LGPL-3.0+
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#include <QtWidgets/QMessageBox>
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#include <algorithm>
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#include "AdvancedSettingsWidget.h"
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#include "QtHost.h"
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#include "QtUtils.h"
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#include "SettingWidgetBinder.h"
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#include "SettingsWindow.h"
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AdvancedSettingsWidget::AdvancedSettingsWidget(SettingsWindow* dialog, QWidget* parent)
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: QWidget(parent)
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, m_dialog(dialog)
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{
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SettingsInterface* sif = dialog->getSettingsInterface();
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m_ui.setupUi(this);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.eeRecompiler, "EmuCore/CPU/Recompiler", "EnableEE", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.eeCache, "EmuCore/CPU/Recompiler", "EnableEECache", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.eeINTCSpinDetection, "EmuCore/Speedhacks", "IntcStat", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.eeWaitLoopDetection, "EmuCore/Speedhacks", "WaitLoop", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.eeFastmem, "EmuCore/CPU/Recompiler", "EnableFastmem", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pauseOnTLBMiss, "EmuCore/CPU/Recompiler", "PauseOnTLBMiss", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.extraMemory, "EmuCore/CPU", "ExtraMemory", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.vu0Recompiler, "EmuCore/CPU/Recompiler", "EnableVU0", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.vu1Recompiler, "EmuCore/CPU/Recompiler", "EnableVU1", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.vuFlagHack, "EmuCore/Speedhacks", "vuFlagHack", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.instantVU1, "EmuCore/Speedhacks", "vu1Instant", true);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.eeRoundingMode, "EmuCore/CPU", "FPU.Roundmode", static_cast<int>(FPRoundMode::ChopZero));
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.eeDivRoundingMode, "EmuCore/CPU", "FPUDiv.Roundmode", static_cast<int>(FPRoundMode::Nearest));
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.vu0RoundingMode, "EmuCore/CPU", "VU0.Roundmode", static_cast<int>(FPRoundMode::ChopZero));
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.vu1RoundingMode, "EmuCore/CPU", "VU1.Roundmode", static_cast<int>(FPRoundMode::ChopZero));
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if (m_dialog->isPerGameSettings())
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{
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m_ui.eeClampMode->insertItem(0, tr("Use Global Setting [%1]").arg(m_ui.eeClampMode->itemText(getGlobalClampingModeIndex(-1))));
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m_ui.vu0ClampMode->insertItem(0, tr("Use Global Setting [%1]").arg(m_ui.vu0ClampMode->itemText(getGlobalClampingModeIndex(0))));
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m_ui.vu1ClampMode->insertItem(0, tr("Use Global Setting [%1]").arg(m_ui.vu1ClampMode->itemText(getGlobalClampingModeIndex(1))));
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}
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m_ui.eeClampMode->setCurrentIndex(getClampingModeIndex(-1));
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m_ui.vu0ClampMode->setCurrentIndex(getClampingModeIndex(0));
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m_ui.vu1ClampMode->setCurrentIndex(getClampingModeIndex(1));
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connect(m_ui.eeClampMode, QOverload<int>::of(&QComboBox::currentIndexChanged), [this](int index) { setClampingMode(-1, index); });
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connect(m_ui.vu0ClampMode, QOverload<int>::of(&QComboBox::currentIndexChanged), [this](int index) { setClampingMode(0, index); });
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connect(m_ui.vu1ClampMode, QOverload<int>::of(&QComboBox::currentIndexChanged), [this](int index) { setClampingMode(1, index); });
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.iopRecompiler, "EmuCore/CPU/Recompiler", "EnableIOP", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.gameFixes, "EmuCore", "EnableGameFixes", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.patches, "EmuCore", "EnablePatches", true);
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SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.ntscFrameRate, "EmuCore/GS", "FramerateNTSC", 59.94f);
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SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.palFrameRate, "EmuCore/GS", "FrameratePAL", 50.00f);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pineEnable, "EmuCore", "EnablePINE", false);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.pineSlot, "EmuCore", "PINESlot", 28011);
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dialog->registerWidgetHelp(m_ui.eeRoundingMode, tr("Rounding Mode"), tr("Chop/Zero (Default)"), tr("Changes how PCSX2 handles rounding while emulating the Emotion Engine's Floating Point Unit (EE FPU). "
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"Because the various FPUs in the PS2 are non-compliant with international standards, some games may need different modes to do math correctly. The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>"));
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dialog->registerWidgetHelp(m_ui.eeDivRoundingMode, tr("Division Rounding Mode"), tr("Nearest (Default)"), tr("Determines how the results of floating-point division is rounded. Some games need specific settings; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>"));
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dialog->registerWidgetHelp(m_ui.eeClampMode, tr("Clamping Mode"), tr("Normal (Default)"), tr("Changes how PCSX2 handles keeping floats in a standard x86 range. "
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"The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>"));
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dialog->registerWidgetHelp(m_ui.eeRecompiler, tr("Enable Recompiler"), tr("Checked"),
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tr("Performs just-in-time binary translation of 64-bit MIPS-IV machine code to x86."));
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//: Wait loop: When the game makes the CPU do nothing (loop/spin) while it waits for something to happen (usually an interrupt).
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dialog->registerWidgetHelp(m_ui.eeWaitLoopDetection, tr("Wait Loop Detection"), tr("Checked"),
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tr("Moderate speedup for some games, with no known side effects."));
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dialog->registerWidgetHelp(m_ui.eeCache, tr("Enable Cache (Slow)"), tr("Unchecked"), tr("Interpreter only, provided for diagnostic."));
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//: INTC = Name of a PS2 register, leave as-is. "spin" = to make a cpu (or gpu) actively do nothing while you wait for something. Like spinning in a circle, you're moving but not actually going anywhere.
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dialog->registerWidgetHelp(m_ui.eeINTCSpinDetection, tr("INTC Spin Detection"), tr("Checked"),
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tr("Huge speedup for some games, with almost no compatibility side effects."));
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dialog->registerWidgetHelp(m_ui.eeFastmem, tr("Enable Fast Memory Access"), tr("Checked"),
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//: "Backpatching" = To edit previously generated code to change what it does (in this case, we generate direct memory accesses, then backpatch them to jump to a fancier handler function when we realize they need the fancier handler function)
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tr("Uses backpatching to avoid register flushing on every memory access."));
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dialog->registerWidgetHelp(m_ui.pauseOnTLBMiss, tr("Pause On TLB Miss"), tr("Unchecked"),
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tr("Pauses the virtual machine when a TLB miss occurs, instead of ignoring it and continuing. Note that the VM will pause after the "
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"end of the block, not on the instruction which caused the exception. Refer to the console to see the address where the invalid "
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"access occurred."));
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dialog->registerWidgetHelp(m_ui.extraMemory, tr("Enable 128MB RAM (Dev Console)"), tr("Unchecked"),
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tr("Exposes an additional 96MB of memory to the virtual machine."));
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dialog->registerWidgetHelp(m_ui.vu0RoundingMode, tr("VU0 Rounding Mode"), tr("Chop/Zero (Default)"), tr("Changes how PCSX2 handles rounding while emulating the Emotion Engine's Vector Unit 0 (EE VU0). "
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"The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem will cause stability issues and/or crashes.</b>"));
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dialog->registerWidgetHelp(m_ui.vu1RoundingMode, tr("VU1 Rounding Mode"), tr("Chop/Zero (Default)"), tr("Changes how PCSX2 handles rounding while emulating the Emotion Engine's Vector Unit 1 (EE VU1). "
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"The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem will cause stability issues and/or crashes.</b>"));
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dialog->registerWidgetHelp(m_ui.vu0ClampMode, tr("VU0 Clamping Mode"), tr("Normal (Default)"), tr("Changes how PCSX2 handles keeping floats in a standard x86 range in the Emotion Engine's Vector Unit 0 (EE VU0). "
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"The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>"));
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dialog->registerWidgetHelp(m_ui.vu1ClampMode, tr("VU1 Clamping Mode"), tr("Normal (Default)"), tr("Changes how PCSX2 handles keeping floats in a standard x86 range in the Emotion Engine's Vector Unit 1 (EE VU1). "
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"The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>"));
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dialog->registerWidgetHelp(m_ui.instantVU1, tr("Enable Instant VU1"), tr("Checked"), tr("Runs VU1 instantly. Provides a modest speed improvement in most games. "
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"Safe for most games, but a few games may exhibit graphical errors."));
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//: VU0 = Vector Unit 0. One of the PS2's processors.
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dialog->registerWidgetHelp(m_ui.vu0Recompiler, tr("Enable VU0 Recompiler (Micro Mode)"), tr("Checked"), tr("Enables VU0 Recompiler."));
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//: VU1 = Vector Unit 1. One of the PS2's processors.
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dialog->registerWidgetHelp(m_ui.vu1Recompiler, tr("Enable VU1 Recompiler"), tr("Checked"), tr("Enables VU1 Recompiler."));
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dialog->registerWidgetHelp(
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//: mVU = PCSX2's recompiler for VU (Vector Unit) code (full name: microVU)
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m_ui.vuFlagHack, tr("mVU Flag Hack"), tr("Checked"), tr("Good speedup and high compatibility, may cause graphical errors."));
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dialog->registerWidgetHelp(m_ui.iopRecompiler, tr("Enable Recompiler"), tr("Checked"),
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tr("Performs just-in-time binary translation of 32-bit MIPS-I machine code to x86."));
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dialog->registerWidgetHelp(m_ui.gameFixes, tr("Enable Game Fixes"), tr("Checked"),
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tr("Automatically loads and applies fixes to known problematic games on game start."));
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dialog->registerWidgetHelp(m_ui.patches, tr("Enable Compatibility Patches"), tr("Checked"),
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tr("Automatically loads and applies compatibility patches to known problematic games."));
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}
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AdvancedSettingsWidget::~AdvancedSettingsWidget() = default;
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int AdvancedSettingsWidget::getGlobalClampingModeIndex(int vunum) const
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{
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if (Host::GetBaseBoolSettingValue(
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"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0SignOverflow" : "vu1SignOverflow") : "fpuFullMode"), false))
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return 3;
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if (Host::GetBaseBoolSettingValue(
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"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0ExtraOverflow" : "vu1ExtraOverflow") : "fpuExtraOverflow"), false))
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return 2;
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if (Host::GetBaseBoolSettingValue(
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"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0Overflow" : "vu1Overflow") : "fpuOverflow"), true))
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return 1;
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return 0;
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}
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int AdvancedSettingsWidget::getClampingModeIndex(int vunum) const
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{
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// This is so messy... maybe we should just make the mode an int in the settings too...
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const bool base = m_dialog->isPerGameSettings() ? 1 : 0;
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std::optional<bool> default_false = m_dialog->isPerGameSettings() ? std::nullopt : std::optional<bool>(false);
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std::optional<bool> default_true = m_dialog->isPerGameSettings() ? std::nullopt : std::optional<bool>(true);
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std::optional<bool> third = m_dialog->getBoolValue(
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"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0SignOverflow" : "vu1SignOverflow") : "fpuFullMode"), default_false);
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std::optional<bool> second = m_dialog->getBoolValue("EmuCore/CPU/Recompiler",
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(vunum >= 0 ? ((vunum == 0) ? "vu0ExtraOverflow" : "vu1ExtraOverflow") : "fpuExtraOverflow"), default_false);
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std::optional<bool> first = m_dialog->getBoolValue(
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"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0Overflow" : "vu1Overflow") : "fpuOverflow"), default_true);
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if (third.has_value() && third.value())
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return base + 3;
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if (second.has_value() && second.value())
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return base + 2;
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if (first.has_value() && first.value())
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return base + 1;
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else if (first.has_value())
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return base + 0; // none
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else
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return 0; // no per game override
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}
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void AdvancedSettingsWidget::setClampingMode(int vunum, int index)
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{
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std::optional<bool> first, second, third;
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if (!m_dialog->isPerGameSettings() || index > 0)
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{
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const bool base = m_dialog->isPerGameSettings() ? 1 : 0;
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third = (index >= (base + 3));
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second = (index >= (base + 2));
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first = (index >= (base + 1));
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}
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m_dialog->setBoolSettingValue(
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"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0SignOverflow" : "vu1SignOverflow") : "fpuFullMode"), third);
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m_dialog->setBoolSettingValue(
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"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0ExtraOverflow" : "vu1ExtraOverflow") : "fpuExtraOverflow"), second);
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m_dialog->setBoolSettingValue(
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"EmuCore/CPU/Recompiler", (vunum >= 0 ? ((vunum == 0) ? "vu0Overflow" : "vu1Overflow") : "fpuOverflow"), first);
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}
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