* swkbd: Fix a bug where clicking Cancel hangs the game
The text is validated in `Finalize`. If the validation fails, an error is returned and the applet is not actually finalized. This can result in hangs.
This is usually not a problem as the frontend is expected to validate the text passed to `Finalize`. However, when the user clicked on `Cancel`, the text is ignored and the frontend won't do any validation. Therefore, we should skip the validation here as well.
Also fixed a potential data race. All these functions should now be called on the same thread
* Address review comments
Renamed the fields
Remove close button
This class is memcpy-ed and memcpy has the requirement that data passed
to it must be trivially copyable, otherwise the behavior is undefined.
This is trivial to resolve as BitField was made trivially copyable a
while ago, so this explicit copy assignment operator isn't necessary.
This can be removed as it's not used. Even if it were however, it would
be an incorrect forward declaration, as ServiceManager exists within the
Service::SM namespace, not the top-level SM namespace.
Same behavior, no heap allocation.
strings returned from glGetString() are guaranteed to be static strings,
so this is safe to do. They're also guaranteed to be null-terminated.
Some implementations can use the std::nullopt_t constructor of
std::optional to avoid needing to completely zero out the internal
buffer of the optional and instead only set the validity byte within it.
e.g. Consider the following function:
std::optional<std::vector<ShaderDiskCacheRaw>> fn() {
return {};
}
With libc++ this will result in the following code generation on x86-64:
Fn():
mov rax, rdi
vxorps xmm0, xmm0, xmm0
vmovups ymmword ptr [rdi], ymm0
vzeroupper
ret
With libstdc++, we also get the similar equivalent:
Fn():
vpxor xmm0, xmm0, xmm0
mov rax, rdi
vmovdqu XMMWORD PTR [rdi], xmm0
vmovdqu XMMWORD PTR [rdi+16], xmm0
ret
If we change this function to return std::nullopt instead, then this
simplifies both the code gen from libc++ and libstdc++ down to:
Fn():
mov BYTE PTR [rdi+24], 0
mov rax, rdi
ret
Given how little of a change is necessary to result in better code
generation, this is essentially a "free" very minor optimization.
Previously, we were returning a value that was way too big, causing an integer overflow in Fractured Souls.
According to wwylele, the biggest oberserved save size for 3DS is 1MB, so this new value should leave plenty of room, even if games use a bigger size.
Many of these functions are capable of being used within const contexts,
so we can apply the const qualifier in some cases and add const based
overloads for others, which makes the interface a little bit more
flexible and const-correct.
* core/memory: Amend unusual return value of operator=
operator= usually returns a reference to this. Given there's no comment
explaining why void was used, this can be assumed to be an oversight.
* core/memory: Make use of std::move in Entry::operator=
Same behavior, minus the need for an atomic reference count increment
and decrement (since MemoryRef contains a std::shared_ptr).