I think I do not need to explain why hardcoding space usage for two
random directories when we can calculate it and when IOS doesn't
actually do that is wrong.
There are some cases where overriding the opening.bnr names
isn't desirable, such as when someone has several modded
versions of a game that differ in names but not game IDs.
This was causing Dolphin to always save "WriteToWindow = False". Instead
of disabling logging to the window (a config value), tell LogManager
that there's no window to log to (a runtime state).
This is a remake of https://github.com/dolphin-emu/dolphin/pull/3749
Full credit goes to phire.
Old message:
"If none of the texture registers have changed and TMEM hasn't been invalidated or changed in other ways, we can blindly reuse the old texture cache entries without rehashing.
Not only does this fix the bloom effect in Spyro: A Hero's Tail (The game abused texture cache) but it will also provide speedups for other games which use the same texture over multiple draw calls, especially when safe texture cache is in use."
Changed the pr per phire's instructions to only return the current texture(s) if none of the texture registers were changed. If any texture register was changed, fall back to the default hashing and rebuilding textures from memory.
The actual problem was combining the values from the date and time
pickers incorrectly. The uninteresting parts of the returned wxDateTime
need to be ignored and the WX documentation says so for the time picker.
I also cleaned up the handling of both widgets a bit, removing redundant
member variables in the process, in order to not risk correctness.
It's a bit confusing to get a yes/no dialogue box without any indication
of what yes or no will do in this situation, so add a short explanatory
sentence.