JitArm64: Allow DoJit at address 0 (fix launching Wii titles)

JitArm64::DoJit contains a check where it prints a warning and tries
to pause emulation if instructed to compile code at address 0. I'm
assuming this was done in order to provide a nicer error behavior
in cases where PC was accidentally set to null. Unfortunately, it
has started causing us problems recently, as 688bd61 writes and runs
some code at address 0 to simulate the PPC being held in reset.
What makes this worse is that calling Core::SetState from the CPU
thread is actually not allowed and will cause a deadlock instead of
the intended behavior. I don't believe there is anything on a real
console that would stop you from executing code at address 0 (as
long as the MMU has been set up to allow it), and Jit64::DoJit
doesn't contain any check like this, so let's remove the check.
This commit is contained in:
JosJuice 2021-04-01 11:28:53 +02:00
parent 7a16231e98
commit b3f71f7cdc
1 changed files with 0 additions and 6 deletions

View File

@ -623,12 +623,6 @@ void JitArm64::Jit(u32)
void JitArm64::DoJit(u32 em_address, JitBlock* b, u32 nextPC) void JitArm64::DoJit(u32 em_address, JitBlock* b, u32 nextPC)
{ {
if (em_address == 0)
{
Core::SetState(Core::State::Paused);
WARN_LOG_FMT(DYNA_REC, "ERROR: Compiling at 0. LR={:08x} CTR={:08x}", LR, CTR);
}
js.isLastInstruction = false; js.isLastInstruction = false;
js.firstFPInstructionFound = false; js.firstFPInstructionFound = false;
js.assumeNoPairedQuantize = false; js.assumeNoPairedQuantize = false;