Move the parameter extraction earlier on in onCreate. Mostly this moves
setting sIsGameCubeGame to before setContentView, which means
EmulationFragment will always see it in a consistent state. Previously,
there was a race, which mean the controller overlay would randomly be
Wii controls for a GameCube game (since the default is false).
Use the correct support version of things, ActivityOptionsCompat and
transitions
Rename static var mIsGameCubeGame to sIsGameCubeGame. s is static, m is
member.
Make the MenuFragment added and removed by fragment transactions only,
instead of being initially present in the XML. This fixes a glitch where
it doesn't animate correctly the first time it's used.
The Activity is responsible for just its views and menus and such. It
signals the Fragment via setGamePath, StartEmulation and StopEmulation.
The Fragment manages the actual emulation lifecycle. It is solely
responsible for calling the NativeLibrary lifecycle methods.
With this lifecycle simplification, the NativeLibrary no longer needs to
kill the Activity. It happens normally now.
This simplifies a lot of things, live handling rotation.
Without this View, the emulation SurfaceView acts like it has the
highest Z-value, blocking any other View. This includes the menu
fragments and the screenshot ImageView.
This makes it clear that the Activity is being cleared and removes null as
a valid param. This improves readability (and logging slightly).
Fix spacing between [Tag] and message. This matches the rest of the log
messages.
In the support lib, the code comes from the SDK, not the device like the
framework version. This means we're shipping a more recent and less buggy
version.
It's also a good idea to keep the entire project on one version. We have a bit
of a mix now. I think some of the Fragment animation issues were because of
this mixing.
For the leanback activities, AppCompatActivity requires AppCompat themes, which
they don't ship for Theme.Leanback. So use FragmentActivity instead (that's the
parent of AppCompatActivity, but still in the support library). For passed
around Activities, use FragmentActivity to work with both.
Bump the support lib version to 26. This allows for using property
animators (R.animator) in FragmentTransaction.setCustomAnimations.
Add the google maven repo, as from support lib 26 onwards, they're only
publishing it in there.
Bump the gradle version while we're at it, keep Android Studio quiet.
Fixes a regression which broke running several Dolphin instances at the
same time on Windows. Thanks to exjam for spotting the issue
pretty much immediately. Sorry about that!
Also changes the file names to be more consistent on all platforms.
Assign a name to the CreateFileMapping handle on Win32 so third party
applications can read from Dolphin's memory and integrate with the
current emulation.
Built and tested, multiple sessions are still possible without
collisions.
There was a race condition between the video thread and the host thread,
if corrections need to be made by VerifyValidity(). Briefly, the config
will contain invalid values. Instead, pause emulation first, which will
flush the video thread, update the config and correct it, then resume
emulation, after which the video thread will detect the config has
changed and act accordingly.
Drivers can return VK_ERROR_OUT_OF_DATE_KHR from vkQueuePresentKHR, and
we should resize the image in this case, as well as when getting it back
from vkAcquireNextImageKHR.
Change the repair logic to fix issues more aggressively by deleting bad
titles. This is necessary because of a bug in Dolphin's WAD boot code.
The UI code was updated to inform the user about titles that will be
deleted if they continue a repair, before deleting anything.
Old versions of Dolphin are so broken regarding NAND handling that
we need this to repair common issues and avoid issues with titles
like the System Menu or the Wii Shop.
This isn't an exhaustive check, but this will catch most issues
and offer to fix them automatically (if possible).
Some of my WiiWare games does not have a maker :
- Blue's Journey : EAFPJ8
- Magician Lord : EACPJ8
- The King of Fighters '94 : EAGPJ8
- The Last Ninja : C9XPGX
- World Games : C9ZPGX
Other than what action they send back to
EmulationActivity.handleMenuAction(), they are the same.
Change the menu-handling logic in EmulationActivity to keep track of a
boolean for whether the submenu is visible, rather than keeping the
fragment tag. There's only one fragment visible, so this makes more
sense.
I noticed the Strong Bad games, FAST - Racing League, and Tetris Party
were lacking info in the game lists' maker column.
This adds the information based on the games' MakerID.
Some toolchains provide enough of C++17 to conflict with Dolphin's
included backport of std::variant and std::optional. Specifically,
the recently-released macOS 10.13 SDK does not provide the <optional>
or <variant> headers, but does provide `in_place_t` in the <utility>
header.
The newer title dumpers don't clobber tickets anymore (that's good!),
which means personalised tickets still have the console specific data
used to decrypt the title key in them. Dolphin should ignore that data
when importing WADs, because the title key has already been decrypted,
and we must not try to decrypt it *again*.
Prefixing everything with a constant packagename is not needed for
internal keys, and just adds complexity.
Rename ARGUMENT_ prefix to ARG_ to match (most) of the rest of the
codebase.
Restrict visiblity of above as much as possible.
Makes the toolbar look more comfortable instead of all squished
together, and more similar to our current look.
Instead of setting a hardcoded minimal size for buttons, MakeActions()
now uses the maximum size hint width.
* remove useless units after 'zero' values
* reduce the size of 'Dolphin' to be more reasonable and look better
* avoid hardcoding the normal and small font sizes
Just create the AboutDialog on the stack -- the actual object lives on
the heap anyway, since Qt uses the pimpl idiom. Removes the need for
an explicit new and a special delete on close attribute.
FRAGMENT_ID wasn't actually the fragment's ID (that's misleading, and
sounds like the tag). It's actually the layout resource ID. There's no point in making that a static constant.
EmulationStateChanged is functionally correct right now, but
ConfigChanged expresses more semantically why the config setting gets
re-read and the widgets updated.
There are two special cases that the DSP accelerator handles in a
special way: when the end address is of the form xxxxxxx0 or
xxxxxxx1.
For these two cases, the normal overflow handling doesn't apply.
Instead, the overflow check is different, the ACCOV exception never
fires at all, the predscale register is not updated, reads are not
suspended, and if the end address is 16-byte aligned, the DSP loops
back to start_address + 1 instead of the regular start_address.
When an ACCOV is triggered, the accelerator stops reading back anything
and updating the current address until the YN2 register is set.
This is kept track of internally by the DSP; this state is not exposed
via any register.
However, we need to emulate this behaviour correctly because some
ucodes rely on it (notably AX GC); failure to emulate it will result
in reading past the end and start address for non-looped voices.
When the current address is xxxxxxxf, after doing the standard ADPCM
decoding and incrementing the current address as usual to get the
next address, the DSP will update the predscale register by reading
2 bytes from memory, and add two to get the next address.
This means xxxxxx10 cannot be a current address, as the DSP goes
from 0f to 12 directly.
A more serious issue with the old code is that if the start address
is 16-byte aligned, some samples will always be skipped, even when
that should not be the case.
An easy way to test whether this behaviour is correct is to check
the current address register and the predscale after each read.
Old code:
...
ACCA=00000002, predscale=<value>
ACCA=00000003, predscale=<value>
...
ACCA=0000000f, predscale=<value>
ACCA=00000010, predscale=<another value>
ACCA=00000013, predscale=<another value>
ACCA=00000014, predscale=<another value>
...
New code (and console):
...
ACCA=00000002, predscale=<value>
ACCA=00000003, predscale=<value>
...
ACCA=0000000f, predscale=<value>
ACCA=00000012, predscale=<another value>
ACCA=00000013, predscale=<another value>
...
Slightly cleaner, allows DSP accelerator behaviour to be
added to both HLE and LLE pretty easily, and makes the accelerator
easier to unit test.
I chose to include all accelerator state as private members, and
to expose state that is accessible via registers with getters/setters.
It's more verbose, yes, but it makes it very clear what is part of
the accelerator state and what isn't (e.g. coefs).
This works quite well for registers, since the accelerator can do
whatever it wants internally. For example, the start/end/current
addresses are masked -- having a getter/setter makes it easier to
enforce the mask.
This adds a test ucode that can be used to check the accelerator loop
behaviour with various start/end addresses.
It's actually more of a test template than a ready to use test.
const char[1] and wxString() can both be converted to multiple common
types, so this results in an ambiguous conditional expression
compilation error (C2445)
These rely on instance state, or are used within instance-based class
member functions, so they should belong to the instance itself instead
of being file statics.
The logic is entirely the same; only the inputs and outputs are
different, so deduplicating makes sense.
This will make fixing accelerator issues easier.
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label
This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing.
This also places them into the Common namespace, as opposed to letting them sit in the global namespace.
SetFormat() is only ever used internally. ResetBuffer() is only
used to implement the VertexManagerBase class interface, so
there's no need to make it protected.
The "X.h" header *just* contains protocol constants, not functions or
typedefs - so stuff like "Display" and "Window" are not defined unless
you include "Xlib.h".
"Xrandr.h" happens to include "Xlib.h" itself, so enabling xrandr
effectively worked around this issue.
If we allocate a large amount of memory (A), commit a smaller amount,
then allocate memory smaller than allocation A, we will have already
waited for these fences in A, but not used the space. In this case,
don't set m_free_iterator to a position before that which we know is
safe to use, which would result in waiting on the same fence(s) next
time.
If a SettingsFile had at least one section, it was assumed all sections
were correctly filled out. This caused crashes when opening the settings
menus if that was not the case - for example the GFX.ini settings empty
sections are removed by the main dolphin app, putting the .ini file in a
state that would crash the settings window if at least one setting was
changed in it from the default, some sections were left as default.
This adds a subclass of HashMap<String, SettingSection> that constructs a
new SettingSection instead of returning 'null' if the key isn't found,
so the mSettings.get(FILE).get(SECTION).get(SETTING) pattern can be
safely used.
Calling vkCmdClearAttachments with a partial rect, or specifying a
render area in a render pass with the load op set to clear can cause the
GPU to lock up, or raise a bounds violation. This only occurs on MSAA
framebuffers, and it seems when there are multiple clears in a single
command buffer. Worked around by back to the slow path (drawing quads)
when MSAA is enabled.
Before this change, we simply fail if the device does not expose one
queue family that supports both graphics and present. Currently this is
fine, since devices tend to lay out their queues in this way. NV, for
instance, tends to have one queue family for all graphics operations and
one more for transfer only. However, it's not a hard requirement, and it
is cheap to use a separate queue, so we might as well.
Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
Based on hardware tests, masking occurs for the accelerator registers.
This fixes Red Steel and Far Cry Vengeance, which rely on this behavior
when reading back the current playback position from the DSP.
This reverts commit d23fd17e1a.
Dynamic sampler indexing is broken in VK_NV_glsl as of 385.41. The
performance gap doesn't seem to be as wide with the updated driver, so
to save maintaining two code paths, it's easier to just drop the
extension support completely.
ImgTec's driver uses a major.minor@changeID versioning system
This is packed into a double so "1.9@4850625" becomes "109.4850625"
The next release brnach is expected to be 1.10, hence the need for 2
digits for the branch minor.
The changeID should be unique for each build, but is shared over all
branches, so only makes sense to compare withing a branch.
It's likely branch 'major' versions will be used for major hardware
revisions, and the drivers for both maintained in parallel. Thus it
may not make sense to compare versions between different major
verisons - if/when this happens we can hook up a DriverDetails::Family
as needed.
CNTVCT_EL0 is force-enabled on all linux plattforms.
Windows is untested, but as this is the best way to get *any* low
overhead performance counters, they likely use it as well.
Within Cleanup(), it is called at *every* end of the block. This generates bigger code,
but it is the only way to handle blocks with multiple exit nodes.
This optimisation doesn't work on PowerVR's Vulkan implementation. We
(incorrectly) disallow Framebuffer objects to be used with a different
load or store op than that which they were created with, despite the
spec allowing such.
This fixes the windwaker intro "smearing"
Modernizes the arrays and makes future simplifications possible (e.g. usages within the software renderer).
It also makes cases where we use array->pointer decay explicit.