AchievementManager::SetHardcoreMode now handles the (non-Qt) settings disabled by hardcore mode, instead of doing this on the Qt layer. Also ensured Init/Enable Achievements paths run this code, fixing the bug wherein the player can manipulate things when achievements are disabled that persist when turned back on.
This reverts commit 6dad8f8372.
Our bundled zlib-ng uses zlib compat mode, making it override system zlib.
System zlib-ng will not, and all its functions will be prefixed with zng_.
Therefore the two aren't actually compatible.
The use of any anti-aliasing will cause graphical corruption, which occurs on the ground.
MaxAnisotropy is supposed to be for [Video_Enhancements], but also it doesn't cause any of the issues in game so it is being removed rather than set under the correct heading.
Added a comment on why these values are set.
These codes are actually Gecko codes so setting that correctly.
There were errors which pop up when running this game as the comments for AR codes need to be set with hash(#) instead of asterisk(*). I replaced those anyways.
Removed the url in the comment since it's inaccessible and not on wayback machine either.
Also corrected the GameID, the wrong one is listed.
Dolphin has been using edge-to-edge rendering for a little while now,
but it has required a bit of manual work. Now that edge-to-edge is
becoming something expected of apps in Android 15, there's a nicer API
we can use.
Tested on Android 8, 11 and 13, with no changes in behavior noted.
So far, Dolphin hasn't been able to run on Android devices that use a
16 KiB page size. 16 KiB page sizes are a very new Android feature that
no phones have shipped with so far, so we're still compatible with the
phones that exist out there, but let's get this fixed before phones
start shipping with 16 KiB page sizes.
Because I couldn't get Android Studio's emulator to work, I haven't been
able to confirm that this change actually makes Dolphin fully compatible
with devices that use a 16 KiB page size. But I have confirmed that this
doesn't break anything on a regular 4 KiB page size device.
Prevent potential issues when creating the Graphics window (and thus
calling PopulateBackendInfo) while the core state is Stopping, like we
already do while it's Starting or Running.
Remove the PopulateBackendInfoFromUI function, which had a single caller
(GraphicsWindow::OnBackendChanged) and checked that the core wasn't
running or starting before calling PopulateBackendInfo.
Move the core state check into PopulateBackendInfo and have
OnBackendChanged call that instead. This guarantees the check is
performed by all callers of PopulateBackendInfo, preventing
potential reintroduction of the crash fixed in 3d4ae63f if another call
to PopulateBackendInfo is added.
As of the previous commit the only other caller of PopulateBackendInfo
is Core::Init shortly before s_state is set to Starting, so it will
always pass the check and so maintain its current behavior.
Remove the second of two calls to PopulateBackendInfo during emulation
startup. This call was originally the only one, but b214e0e added an
earlier call to handle the backend being changed by the GameINI.
The PR discussion doesn't explain why the original call was left in; I
suspect it was just overlooked.
As a bonus, this removes one of the extra copies of the "Video Info" On
Screen Display message at startup when using OpenGL.
Fix a crash when opening the Graphics window for the first time during
emulation startup when the backend is Vulkan, D3D11, or D3D12.
Don't call PopulateBackendInfo() from the Host thread when the core is
starting up. First, the function has already been called in Core::Init()
so we don't need to again. More importantly, PopulateBackendInfo() calls
g_video_backend->InitBackendInfo(), and the Vulkan and D3D
implementations of those functions load and then unload libraries (and
their associated function pointers) which are potentially in use by
other threads.
This crash was reliably reproducible with the following steps:
1) Select an affected backend.
2) Enable "Compile Shaders Before Starting"
3) Delete the cached shaders (but not the .uidcache file) for the game
you're testing.
4) Close and reopen Dolphin.
5) Start the game.
6) While the game is still booting or compiling shaders, open the
Graphics window for the first time in that Dolphin session.
Fixes https://bugs.dolphin-emu.org/issues/13634.
Before, Dolphin would randomly crash when updating the cheat search when automatic refresh was enabled. (Having a large number of addresses listed, e.g. by starting with an "any value" search, may contribute). The crash was due to QTableWidget::item returning nullptr in RefreshGUICurrentValues, presumably due to the table being resized on the UI thread while the emulated CPU thread was updating the values. I've fixed this by pausing the CPU thread for the entirety of OnNextScanClicked; this eliminated crashes in my testing.
With 12 uses of `JoinStrings` in the codebase vs 36 uses of `fmt::join`, fmtlib's range adapter for string concatenation with delimiters is clearly the preferred option.
Migrating `Common::CaseInsensitiveLess` to StringUtil.h will hopefully discourage rolling one's own solution in the future for case-insensitive associative containers when this (quite robust!) solution already exists.
`Common::CaseInsensitiveStringCompare::IsEqual` was removed in favor of using the `Common::CaseInsensitiveEquals` function.
The `a.size() != b.size()` condition in `Common::CaseInsensitiveEquals` can be removed, since `std::ranges::equal` already checks this condition (confirmed in libc++).