AX: add analytics quirks for wiimote filters
I'm fairly sure the implementation is correct but I've not been able to find a game that actually makes use of these filters.
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@ -137,7 +137,7 @@ void DolphinAnalytics::ReportGameStart()
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}
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// Keep in sync with enum class GameQuirk definition.
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constexpr std::array<const char*, 32> GAME_QUIRKS_NAMES{
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constexpr std::array<const char*, 34> GAME_QUIRKS_NAMES{
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"directly-reads-wiimote-input",
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"uses-DVDLowStopLaser",
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"uses-DVDLowOffset",
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@ -158,6 +158,8 @@ constexpr std::array<const char*, 32> GAME_QUIRKS_NAMES{
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"uses-cp-perf-command",
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"uses-unimplemented-ax-command",
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"uses-ax-initial-time-delay",
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"uses-ax-wiimote-lowpass",
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"uses-ax-wiimote-biquad",
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"sets-xf-clipdisable-bit-0",
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"sets-xf-clipdisable-bit-1",
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"sets-xf-clipdisable-bit-2",
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@ -72,6 +72,8 @@ enum class GameQuirk
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// We don't implement all AX features yet.
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USES_UNIMPLEMENTED_AX_COMMAND,
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USES_AX_INITIAL_TIME_DELAY,
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USES_AX_WIIMOTE_LOWPASS,
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USES_AX_WIIMOTE_BIQUAD,
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// We don't implement XFMEM_CLIPDISABLE yet.
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SETS_XF_CLIPDISABLE_BIT_0,
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@ -567,10 +567,12 @@ void ProcessVoice(HLEAccelerator* accelerator, PB_TYPE& pb, const AXBuffers& buf
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// Only one filter at most for Wiimotes.
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if (pb.remote_iir.on == 2)
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{
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DolphinAnalytics::Instance().ReportGameQuirk(GameQuirk::USES_AX_WIIMOTE_BIQUAD);
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BiquadFilter(samples, count, pb.remote_iir.biquad);
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}
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else
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{
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DolphinAnalytics::Instance().ReportGameQuirk(GameQuirk::USES_AX_WIIMOTE_LOWPASS);
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LowPassFilter(samples, count, pb.remote_iir.lpf);
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}
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}
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