Deleting instead of overwriting makes the INI cleaner.
Also, in case we change defaults in the future, users will
get the new default when using a new version even if
they have pressed the Reset button in an older version.
Makes the buffering code a bit more explicit (circular buffer, but
blocks until individual buffers get unqueued by OpenAL), and fixes a
bug in the startup of Super Mario Sunshine:
https://bugs.dolphin-emu.org/issues/9811
When standby mode is enabled, this causes games to ES_Launch the system
menu instead of directly asking IOS (the STM more precisely) to shut
down, which prevents graceful shutdown from working
(it'll appear to hang).
Dolphin never supported WC24 standby mode anyway, so this shouldn't
cause any issues. (This should be reverted if and when WC24 standby is
implemented…)
This adds support for triggering the power event (in the STM), so that
stopping emulation first triggers a shutdown event, which notably gives
emulated software time to save game data (issue 8979) and clean up
SYSCONF (to disconnect Wiimotes and update their state in the SYSCONF).
On the first press, the stop button/hotkey/whatever will trigger a STM
power event. On a second try, we will forcefully stop emulation, just
like how it was working before.
There was as far as I know no reason to put everything in the header.
Separating the declaration from the implementation reduces build
times in case the implementation is updated without changing
any declaration.
This is needed because for some reason the WSI for NV Vulkan drivers
doesn't return VK_ERROR_OUT_OF_DATE_KHR, so there is no other way to know
that a resize has occured apart from polling, which is a poor solution for
X11 (since it is blocking).
Considering there's a public method in the class using it, leaving the
definition in the cpp file can cause a linker error if any method outside
that cpp file calls it for one reason or another.
Single step: Fix an oddity when a breakpoint is hit at the beginning of a block, then after, a single step is performed and finally, hitting play, the breakpoint will be skipped even in the case when it would be hit again. This was done by using the interpreter version of single step. Also, remove some redundant update request.
Step over: fix some GUI lags.
Step out: Add consideration for conditional branching by checking the condition as the interpreter does. Now, every bclr instructions except those that changes the LR (because it would not be the end of the function) will cause the end of the step out and not just blr instructions. Also now stops if a bp is detected and finally, remove redundant GUI updates calls.
This also removes a superfluous draw call on the GUI as the codeView was refreshing twice per event to do so.
It was never used, even when the code tried to make sure it was initialised and passed correctly. This is a supplementary fix for the memCheck dialog as this option will now work correctly.
The old one wasn't very optimal because not only the user would likely want to enter an address instead of a range, but it also made entering just one address confusing (you had to have the same value on both start and end). Also, you should only chose one option between read, write or both, there is no point to not have any.
This is why I made more clear how to add an address and it is the default option using radio buttons and I also made the action flags and the flags to be radio buttons.
It looks like the debug output is also output as SJIS (similar to
OSReport text), so we need to convert it to UTF-8 to prevent it from
all showing up as �.
This doesn't fix all display issues, but fixes all SJIS/UTF-8 related
ones.
This changes GetSymbolFromName to not require the passed name to
completely match with the symbol name. Instead, we now match
against the stripped symbol name (i.e. only the function name).
This fixes a regression introduced by #4160, which prevented
HLE::PatchFunctions() from working properly.
This is the same as PR #3991, but for MainNoGUI.
nogui/headless will shut down cleanly on SIGINT and SIGTERM, just like
it would when closing the render window.
The default signal handler will be restored after a first shutdown
signal so a second signal will exit Dolphin forcefully.
These functions don't actually depend on any state from the class
instance, so they don't really belong in the header, and are just
an implementation detail.
Fixes the issue on macOS where quitting Dolphin from the Dock causes a
crash report (https://bugs.dolphin-emu.org/issues/9794). I'm not
exactly sure why this works, but it feels right and it turns out to fix
the problem.
It didn't really made sense to disable 2 logs levels in releases builds while the level LDEBUG should really be where logs that would impact performance be. Info should be logs that report potentially usefull information and debug should report info that would only be usefull in debug context as they are called very often. To make this work, a lot of info log would have to be made debug log.
It also avoid inaccurate logs level done due to not using debug builds. While searching through the code, I saw a ton of logs that should have been info log, likely done to avoid using a debug build (which shouldn't happen considering the level debug exists anyway).
The whole idea is to have more meaningful logs in release builds while maintaining minimal performance loss from choosing the highest level. This could potentially help to diagnose issues or to know more about what the emulator is actually doing.
The next commit aims to sort the log levels for this purpose.
clang-format really *wants* the two empty lines to be removed;
otherwise, it will always flag MemoryUtil as needing formatting changes
which is an annoyance when it is used as a git filter driver.
clang-format really *wants* the two empty lines to be removed;
otherwise, it will always flag MemoryUtil as needing formatting changes
which is an annoyance when it is used as a git filter driver.
This adds a recenter control binding which allows recentering the
cursor when relative input is enabled.
(EnableSettingControl is renamed to avoid confusions.)
This makes the GUI show the settings that are loaded when the config
gets reloaded, instead of showing potentially outdated settings that
are not applied.
This adds an option to enable relative input for the Wiimote IR
as described in issue 9014.
Enabling it will result in the pointer not going back to the centre
and the inputs will control the direction, not the absolute position.
Also adds a Dead Zone setting which is really needed when relative
input is enabled to prevent the cursor from slowly drifting on
most controllers. (Note: the Deadzone setting has no effect when
relative input is disabled)
These were made when the button images were first remade many months ago, but they were never committed since there was no use for them at the time (and laziness :P). BUT now there is a PR that finally has use for these images, so it's time to get this into Dolphin and available for use!
Call Advance at the start of each timing slice instead of the end.
Possibly fixed a bug where a slice would randomly branch straight
back to Advance() because the flags were not set to the right
values before branching to the dispatcher entrypoint.
This fix a double break bug when hitting a memcheck and hitting play on the same instruction it broke to earlier. The state is put back to CPU_RUNNING after.
Doing this forces the window to be drawn before reparenting it. It fixes the possibility of creating an empty floating window if the selected tab wasn't corespoinding to the window.
There might be a better way to highlight the options when adding the memory check, but for now, this works and the breakpoint list reports the right settings anyway.
These are needed for the next commit. I had to modify the implementation of the DSP one too, but since it basically isn`t used, I don`t think it matters much. These options only matters when adding one.
It wouldn't impact performance until at least one memcheck is enabled. Because of this, it can be used in release builds without much impact, the only thing that woudl change is the use of HasAny method instead of preprocessor conditionals. Since the perforamnce decrease comes right when the first memcheck is added and restored when the last is removed, it basically is all beneficial and works the same way.
All formatting are individual per registers and they all have one option to go back to their original hexadecimal form.
- GPR: signed integer, unsigned integer, float
- FPR: double
Also happened to come accross an issue where editing the PFR would ignore the higher 32 bits of the new value, this had to be fixed for the format to work.
The min-heap provides no ordering when the key is the same on 2
nodes. Disambiguate identical times by tracking the order items
were added into the queue.
Some games will set q to a different value than 1.0 through
texture matrix manipulations. It seems the console will still
do the division in that case.
This removes a Dolphin-specific patch to the wxWidgets3 code
for the following reasons:
* Calling wxWindowGTK::DoSetSize on a top-level window can end up
calling wxTopLevelWindowGTK::DoMoveWindow, which triggers an assert
because it is not supposed to be called for a top-level wxWindow.
* We should not be patching the wxWidgets code because that means the
toolbars will still be broken if someone builds without using the
WX that is in our Externals.
Instead, we now use a derived class for wxAuiToolBar and override
DoSetSize() to remove the problematic behaviour to get the same effect
(fixing toolbars) but without changing Externals code and without
causing asserts and other issues.
Now that our timings are much more accurate it doesn't look like we
need it anymore. And the instant ARAM DMA mode + scheduling fixes
ctually breaks ATV: Quad Power Racing 2 (causing all sorts of werid
bugs).
Fundamentally, all this does is enforce the invariant that we always
translate effective addresses based on the current BAT registers and
page table before we do anything else with them.
This change can be logically divided into three parts. The first part is
creating a table to represent the current BAT state, and keeping it up to
date (PowerPC::IBATUpdated, PowerPC::DBATUpdated, etc.). This does
nothing by itself, but it's necessary for the other parts.
The second part (mostly in MMU.cpp) is simply removing all the hardcoded
checks for specific untranslated addresses, and consistently translating
addresses using the current BAT configuration. Very straightforward, but a
lot of code changes because we hardcoded assumptions all over the place.
The third part (mostly in Memmap.cpp) is making the fastmem arena reflect
the current BAT configuration. We do this by redoing the mapping (calling
memmap()) based on the BAT table whenever it changes.
One additional minor change is that translation can fail in two ways:
either the segment is a direct store segment, or page table lookup failed.
The difference doesn't usually matter, but the difference affects cache
instructions, like dcbz.
For step over, it was updating twice which actually made the red display on the register view (when a register changes since) malfunction. Since it doesn't seem to be usefull to update before AND after the run, the one before the run was removed.
For step out, well, because there was no chances given for the thread to run as it is single stepping all the time, I only added a call to update after it was done.
Init cannot be called more than once because it registers the
CoreTiming callbacks, that trips the assertions and will cause
anyone with PanicAlerts disabled to crash.
CoreTiming gets restored before ExpansionInterface so CoreTiming
events need to already be registered before the save state loading
begins. This means that the callbacks must be registered
unconditionally instead of on-demand.
Replace adhoc linked list with a priority heap. Performance
characteristics are mostly the same, but is more cache friendly.
[Priority Queues have O(log n) push/pop compared to the linked
list's O(n) push/O(1) pop but the queue is not big enough for
that to matter, so linear is faster over linked. Very slight gains
when framelimit is unlimited (Wind Waker), 1900% -> 1950%]
Some compilers don't have an automatic abs() overload for floats.
Doesn't really matter if they use the integer variant here, but
it's better to be explicit about the fact that we're using floats.
Dolphin no longer lowers itself below the top window when opening.
Dolphin no longer draws garbage lines all over the game list.
Use the correct platform macros so Dolphin can actually find the
translation catalogs on Unix.
Both those in the code window and the ones that appears when the user select edit perpective. The one that isn't fixed by this is in edit perspective mode, when the user drags a panel out and it becomes a floating window.
When n was a multiple of 4, the old implementation would overwrite
the following register with 0.
This was causing Not64 to crash.
Thanks to Extrems for spotting this.
DVDInterface shouldn't need to know anything about
the DTM format's 40-character limitation.
Also replacing "filename" in variable names with "path"
to make it clearer which variables contain the whole path
and which ones only contain the filename.
memory check
Also fix an oddity in the case when the last memory check is deleted,
the jit cache was supposed to be cleared in that case, but it was out of
the for loop that finds the one to delete so it was never run.
Naturally, the same fix for the adding the first memory check was
applied.
The 'revert' functionality is some very old left-over and isn't even working properly (read: could break Wiimote mapping). As no dialog features any cancel and revert functionality it is removed.
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.
Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
This introduces speculative constants, allowing FIFO writes to be
optimized in more places.
It also clarifies the guarantees of the FIFO optimization, changing
the location of some of the checks and potentially avoiding redundant
checks.
The original code assumed that we would always find a button in
control_buttons. However, this is incorrect, since the iterator can and
will be control_buttons.end() if the button that triggered the iterate
code is not in control_buttons, which happens when it's in an
exclude list.
I'm not sure this is the correct fix, but it looks like OSREPORT output
is Shift-JIS, so we need to convert it to UTF-8. Most characters work
fine without and with this conversion, but Japanese text completely
fails and results in outputting invalid UTF-8 (which gets shown as �).
When 5.0-211 updated wxWidgets to 3.1.0, some entries in the
wxLanguage enum were moved and added, changing the wxLanguage
values. Because we save Dolphin's interface language to disk
as a wxLanguage, the language you have set will mean something
different depending on whether you have the updated wx version
or not. For instance, setting the language to English with the
updated version and then using an older version will make
Dolphin use Dutch. Because we can't rely on the enum anymore,
I'm replacing the "Language" setting with a "LanguageCode"
setting that uses standard ISO 639 codes.
The gather pipe optimization postpones checking the FIFO until the end
of the current block (or 32 bytes have been written). This is usually
safe, but is not correct across EIEIO instructions.
This is inferred from a block in NBA2K11 which synchronizes the FIFO
by writing a byte to it, executing eieio, and checking if PI_FIFO_WPTR
has changed. This is not currently an issue, but will become an issue
if the gather pipe optimization is applied to more stores.
Add the CCodeWindow to the constructor of the memoryWindow so it can call the notify update of the breakpoint list.
Add the case of breakpoint update when receiving an event (the update command was issued, but wasn't managed before).
Run clang format and renamed the code window names.
Let's stop pretending that we support Triforce emulation.
Keeping this code around just in case someone will make
major improvements in the future isn't really worth it.
I'm keeping the Triforce game INIs so users will know that
the compatibility rating for Triforce games is 1 star (broken).
Rewrite GetXInputGUIDS to use SetupAPI instead of WMI Queries. When
using a language pack where the system language and user/program
language differ, Windows starts taking a VERY long time (10+ seconds)
to complete Queries for Win32_PNPEntity objects (it's probably
translating every single string since it transfers every single one
from the WMI server into memory in the program).
Fixes Issue 9744.
OSD messages other than these one and a half aren't translated,
and OSD only supports ASCII. (Also, that "Wiimote %i %s" uses %s
like it does is bad for translation, but that's easy to fix.)
These operations should always take the same amount of time,
not the same amount of ticks. The number of ticks per second
is different for GameCube and Wii.
Replaces old and simple usages of std::atomic<bool> with Common::Flag
(which was introduced after the initial usage), so it's clear that
the variable is a flag and because Common::Flag is well tested.
This also replaces the ready logic in WiimoteReal with Common::Event
since it was basically just unnecessarily reimplementing Common::Event.
Specifically, don't make any assumptions about what effective addresses
are used for code, and correctly handle changes to MSR.DR/MSR.IR.
(Split off from dynamic-bat.)
This should help prevent breakage when the curl.h header is changed.
As far as I can tell this only increases the compile time by a hair, but prevents needing to create a PR every time curl.h gets updated. Alternatively I'm experimenting with CURL_STRICTER defined per a conversion with booto:
>booto | krakn: try having CURL_STRICTER defined for the build?
Credit goes to: flacs for the suggestion to include curl.h
Fix include
The default size might be too big for some screens. This allows
the user to modify the window as they see fit and has Dolphin
remember those settings. People who are happy with the default
size and position will not be affected
git diff --name-only already took care of only returning the name, so
the awk is unneeded and makes it return only empty file names.
Facepalm, I know. Sorry for this oversight.
(Also fixes something that lint didn't catch because of this)
Also fold the check in both functionss into 'slowmem' rather than having
a separate test. (jo.alwaysUseMemFuncs implies jo.memcheck anyway, as
makes sense.)
There is no reason to prevent the user from closing the config dialog
if the device is not found. It's not very good UX…
Also fixes ExpressionParser to return NO_DEVICE if the device doesn't
exist instead of SUCCESS.
This adds hotplugging support to the evdev input backend. We use
libudev to monitor changes to input devices in a separate thread.
Removed devices are removed from the devices list, and new devices
are added to the list.
The effect is that controllers are usable immediately after plugging
them without having to manually refresh devices (if they were
configured to be used, of course).
Changes UpdateInput() to skip if we can't lock the mutex, instead of
potentially blocking the CPU thread and causing a short but noticeable
frame drop.
This adds RemoveDevice() to ControllerInterface, fixes ExpressionParser
and some other code to support device removals without crashing,
and adds an IsValid() method to Device, to prepare for hotplugging.
This adds RegisterHotplugCallback() to register a callback which will
be invoked by the input backends' hotplug threads when there is a new
device, so that Core (GCKeyboard, GCPad, Wiimote, Hotkey) can reload
the configuration without adding a dependency to Core from InputCommon.
Since we now support different scanner sources, g_wiimotes is not
guaranteed to only contain WiimoteLinux anymore.
This replaces the previous "already connected" check with one that
doesn't use g_wiimotes.
Pausing emulation requires to access the CPU thread, which might be blocked
waiting for inputs by netplay. Accessing it in this state would cause the
whole GUI to hang for set timeout (10s).
Instead of sleeping in NetPlayClient::GetNetPads and NetPlayClient::WiimoteUpdate,
now use std::condition_variable. This allows for finer control over these blocking
areas.
This makes WiimoteScanner support several scanner backends.
This adds a WiimoteScannerBackend base class, which scanner backends
derive from, and which allows backend-specific things to be moved out
of the common code.
Also removes IODummy which is not needed anymore.
Once a tab is selected the focus can be set directly from the page
changed event. However once the tab was shown, the first tab order
control element was given the focus by default. This was fixed by
delaying the action and setting the focus after the default focus
had been assigned.
* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
* Simply log message to netplay window
* Remove them when they are useless
* Show some netplay message in OSD
* Chat messages
* Pad buffer changes
* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD
Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter
Host scenario:
* Open netplay
* Go to host tab
* Press enter
UPNP_AddPortMapping needs our IP address, however enet_address_get_host
will return 0.0.0.0 or a host name in most cases.
This gets our IP address from the socket to the IGD.
5.0-56 broke reconnecting a Wiimote on button press; this is because
data reporting was now always stopped for real Wii remotes on
disconnect, making it impossible to know a button was pressed in the
first place (to reconnect the Wiimote).
This semi-reverts to the previous behaviour, where data reporting is
never stopped.
(Also, control channels now go through WiimoteEmu, just like before,
to make sure some things are reset on disconnection.)
Hopefully fixes issue 9711.
This is something that was quite confusing for me while trying to get
netplay to work for me; once the Connect/Host buttons were pressed,
the UI would hang, only to work again a few seconds later, but with
no error message or explanation *at all*.
Turns out this is because panic alerts are shown in the netplay window
instead during netplay, even before it is even shown.
This fixes it by "piping" the alerts to the netplay chat only if the
netplay window is visible.
(regression introduced in #3823)
This fixes warnings in:
- Source/Core/InputCommon/ControllerEmu.h: avoid shadowing other
variables (my fault)
- Source/Core/Core/IPC_HLE/WII_IPC_HLE.h: made
SDIO_EventNotify_CPUThread static as it's not used anywhere else
This makes the links explicitly vertically centered in the DolphinWX
About dialog. It is not needed on Windows, because the links have the
same height as text (and look just like text links). However, this is
required on other platforms or the links would look misaligned.
POSIX specifies that inet_ntoa() is declared in arpa/inet.h, and that
POLLRDNORM, etc. are defined in poll.h.
gethostbyname() is not specified by POSIX, but the manpages in OpenBSD,
FreeBSD, OS X, and glibc all state that it is declared in netdb.h.
Without these headers, the build fails on OpenBSD and possibly other
systems.
Most modern Unix environments use 64-bit off_t by default: OpenBSD,
FreeBSD, OS X, and Linux libc implementations such as Musl.
glibc is the lone exception; it can default to 32 bits but this is
configurable by setting _FILE_OFFSET_BITS.
Avoiding the stat64()/fstat64() interfaces is desirable because they
are nonstandard and not implemented on many systems (including
OpenBSD and FreeBSD), and using 64 bits for stat()/fstat() is either
the default or trivial to set up.
The old implementation always polled the local 1st Wiimote and used that as input for the Wiimote that is mapped to the player. But the reporting mode for Wiimotes can be different, even when using the same extensions. So an input for Wiimote 1 with a data size 4 could be used for Wiimote 2, which actually requires data size 7 at that time for example.
The 2nd problem was that the code added a dummy input into the buffer, when the reporting mode changed. But when the data from the other player hasn't arrived yet, the data in the buffer is out of order. Well, i think this is the problem, i'm not 100% sure, because i don't fully understand how the buffer works. But on the other hand, i'm pretty sure this will just force sync the players on reporting mode changes, instead of allowing them to be apart.
Pros:
- No more desyncs caused by big bugs in the code.
- Can use different extensions for different players.
Cons:
- Higher latency, because instead of polling 1 controller per player at once, all controllers are polled in order, send to the other players, before the next is processed.
- Have to setup the Wiimote, which the player is going to use, instead of the 1st one.
Now, if the controller config could temporarily be overridden with the one from another slot, the 2nd problem could be fixed. But at the same time, we would lose the ability to use different extensions. (unless we hack around it somehow, or properly send the used extension to the other players)
Specifically, don't make any assumptions about what effective addresses
are used for code, and correctly handle changes to MSR.DR/MSR.IR.
(Split off from dynamic-bat.)
This makes the device ID assigning code common to all backends, by
moving it to AddDevice() instead of copy-pasting or replicating
the logic in the backends.
Also, to prepare for hotplugging, instead of relying on a name usage
count, the new ID assigning system always starts from ID 0 and tries
to assign the first ID that is not used.
At first there weren't many enums in Volume.h, but the number has been
growing, and I'm planning to add one more for regions. To not make
Volume.h too large, and to avoid needing to include Volume.h in code
that doesn't use volume objects, I'm moving the enums to a new file.
I'm also turning them into enum classes while I'm at it.
CScript must be run as 64-bit regardless of the MSBuild bitness. Otherwise it won't find 64-bit Git installations.
However the "Sysnative" redirector is not available for 64-bit processes. So a fix is needed when 64-bit MSBuild is run.
The "ProgramFiles(x86)" Macro is only set for 64-bit, otherwise it is empty. Therefore it can be used as condition to check whether the current MSBuild process is 32 or 64-bit.
This moves back the WiimoteScanner:Update() call to where it originally
was, since according to a comment it is intended to be called only when
"when not looking for more Wiimotes", and calling it too often causes
the Bluetooth module to be loaded/unloaded a lot of times.
The Setting class was used for both numeric values and booleans, and
other parts of the code had hacks to make it work with booleans.
By splitting Setting into NumericSetting and BooleanSetting, it is
clear which settings are numeric, and which are boolean, so there is
no need to guess by checking the default values or anything like that.
Also, booleans are stored as booleans in config files, instead of 1.0.
The values are expected to be in the 0.0-1.0 range (as indicated by the
comment), and other parts of Dolphin also expect it to be in that range
since the "full" axis has a -1.0 to 1.0 range. However, this is not
always the case and fvalue can end up being outside of the range. This
clamps fvalue to always be in the 0.0 and 1.0 range.
- Externals/soundtouch/CMakeLists.txt: add -w (since it's not our code) to
silence an unused variable warning
- Source/Core/Core/NetPlayClient.cpp: Work around a Clang/libc++ bug where
initializing a std::array the way the standard says you're supposed to produces
a warning. (libc++'s implementation of std::array, like any sane
implementation, has a C array as a field, so the most explicit form of
initialization would use two braces, one for the struct and one for the array.
Clang has a general warning for not being explicit with braces, which is
usually sane. But the standard only guarantees that initializing std::array
works with a single pair of braces!) There are other places in Dolphin that
incorrectly use double braces, presumably to avoid the warning, so maybe the
warning should just be turned off, but in any case here I just switch to an
equivalent .fill().
This changes Refresh() to use the existing scanning thread to scan for
devices, instead of running the scan on the UI thread and blocking it.
Also makes the UI thread not block when Continuous Scanning is disabled
and removes duplicated code.
Should fix issue 8992.
Under the hood:
* The scanning thread is now always active, even when continuous
scanning is disabled.
* The initialize code which waits for Wiimotes to be connected also
uses the scanning thread instead of scanning on yet another thread.
* The scanning thread now always checks for disconnected devices, to
avoid Dolphin thinking a Wiimote is still connected when it isn't. So
we now check if we need new Wiimotes or a Balance Board at scan time.
This makes it clear that sending a signal a second time will force stop
Dolphin (which is useful in case the GUI is deadlocked or otherwise
unable to react to the signal).
Before this variable was an u8, which could theoretically result in desyncs with a large buffer(greater than 255*120/200=153) filled with blank inputs. If this could actually happen, i don't know. But this part of the code on its own looks like it could break.
A static var is not a good idea, when the value needs to be reset for every session. Also, the variable holds the data size, so it makes sense to set the data size, where the data is added.
This makes DolphinWX shut down cleanly, just like it would with
File->Exit when it receives a SIGINT, SIGTERM (Unix) or some signals
on Windows.
The default signal handler will be restored after a first shutdown
signal so a second signal will exit Dolphin forcefully.
When Movie was calling ChangeDisc, it was moving execution to
the host thread just to then make the host thread the CPU thread.
We can simply run the code directly on the CPU thread instead.
In TimeSplitters: Future Perfect, PerfQuery is used to detect
the visibility of lights and draw coronas. 25 points are drawn
for each light. However, the returned count was incorrectly
being divided by four leading to dim coronas.
Using 4x antialiasing was a workaround because of a bug where
antialiasing multiplied the PerfQuery results. This commit
fixes that bug too (but only for OpenGL).
The active codes normally get cleared when a game boots, because
LoadPatches gets called, replacing the codes from the previous game.
However, there were cases where LoadPatches doesn't get called, and
then codes from the previous game would be used for the current game.
This commit clears the codes on shutdown so that it doesn't matter
whether the boot process loads LoadPatches.
If banner loading fails once, it will very likely fail again.
Setting m_banner_loaded to true when banner loading fails
prevents LoadBannerFile from wasting time if it's called again.
Banner loading requires loading the file system, which takes a
noticeable amount of time, so this matters.
Simplification/reduction of duplicated code. Detect other constant GQR values and inline loads (5-10% speedup) and do direct dispatch to AOT methods for stores.
From wxWidgets master 81570ae070b35c9d52de47b1f14897f3ff1a66c7.
include/wx/defs.h -- __w64 warning disable patch by comex brought forward.
include/wx/msw/window.h -- added GetContentScaleFactor() which was not implemented on Windows but is necessary for wxBitmap scaling on Mac OS X so it needs to work to avoid #ifdef-ing the code.
src/gtk/window.cpp -- Modified DoSetClientSize() to direct call wxWindowGTK::DoSetSize() instead of using public wxWindowBase::SetSize() which now prevents derived classes (like wxAuiToolbar) intercepting the call and breaking it. This matches Windows which does NOT need to call DoSetSize internally. End result is this fixes Dolphin's debug tools toolbars on Linux.
src/osx/window_osx.cpp -- Same fix as for GTK since it has the same issue.
src/msw/radiobox.cpp -- Hacked to fix display in HiDPI (was clipping off end of text).
Updated CMakeLists for Linux and Mac OS X. Small code changes to Dolphin to fix debug error boxes, deprecation warnings, and retain previous UI behavior on Windows.
Fixes issue 8328.
As far as I know, this works the same way as console. Games will generally
react to the reset button the same way as Home->Reset, so this is
only marginally useful, but possibly nice to have in certain situations.
Note that if you try to use Reset, and you're running a WAD which isn't
installed, it will likely crash because WADs respond to the reset button
by launching themselves with ES_LAUNCH. It might be a good idea to add some
sort of hack to make this work as expected.
It would be easy to extend this to support the power button, but it's
unclear how exactly that should be exposed in the UI. See also issue 8979.
Needs to be rebased once PR #3811 is merged.
Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.
Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
Bug Fix: It was theoretically possible for a shader with depth writes
disabled to map to the same UID as a shader with late depth
writes.
No known test cases trigger this.
Bug Fix: The normal stage UIDs were randomly overwriting indirect
stage texture map UID fields. It was possible for multiple
shaders with diffrent indirect texture targets to map to
the same UID.
Once again, it dpesn't look like this bug was ever triggered.
This frees up 21 bits and allows us to shorten the UID struct by an entire
32 bits.
It's not strictly needed (as it's encoded into the length) but I added a
bit for per-pixel lighiting to make my life easier in the following
commits.
The only code which touches xfmem is code which writes directly into
uid_data.
All the rest now read their parameters out of uid_data.
I also simplified the lighting code so it always generated seperate
codepaths for alpha and color channels instead of trying to combine
them on the off-chance that the same equation works for all 4 channels.
As modern (post 2008) GPUs generally don't calcualte all 4 channels
in a single vector, this optimisation is pointless. The shader compiler
will undo it during the GLSL/HLSL to IR step.
Bug Fix: The about optimisation was also broken, applying the color light
equation to the alpha light channel instead of the alpha light
euqation. But doesn't look like anything trigged this bug.
OS X uses a case insensitive filesystem by default: when I try to build,
a system header does #include <assert.h>, which picks up
Source/Core/Common/Assert.h. This only happens because CMakeLists adds
'${PROJECT_BINARY_DIR}/Source/Core/Common' as an include directory: in
an out-of-tree build, that directory contains no other source files, but
in an in-tree build PROJECT_BINARY_DIR is just the source root.
This is only used for scmrev.h. Change the include directory to
'${PROJECT_BINARY_DIR}/Source/Core' and the include to
"Common/scmrev.h", which is more consistent with normal headers anyway.
Small cleanup by using std::shared_ptr and getting rid of
ciface.Devices() which just returned the m_devices (which defeats the
point of making m_devices protected).
Incidentally, this should make the code safer when we have
different threads accessing devices in the future (for hotplug?).
A lot of code use Device references directly so there is
no easy way to remove FindDevice() and make those unique_ptrs.
Using a minimum width is a good compromise between
setting all buttons to the same width
and letting them all decide their own width.
This is because the small buttons are kept tidy and regular
while allowing the biggest buttons to fit their contents.
Previously, the devices vector would be passed to all backends. They
would then manually push_back to it to add new devices. This was fine
but caused issues when trying to add synchronisation.
Instead, backends now call AddDevice() to fill m_devices so that it is
not accessible from the outside.
This changes Bluetooth device discovery on Linux to use LIAC (Limited
Dedicated Inquiry Access Code) since third-party Wiimotes (such as Rock
Candy Wiimotes) are not discovered without it.
Also added accessor function in IONix class to help with checking if
the discovered Wiimote has already been found.
[leoetlino: code review suggested changes, remove unused variable,
commit message formatting fixes, and build fix]
This commit makes real Wiimotes really disconnect when they are
disconnected by the emulated software, which is more similar to how
it works with a real Wii and allows Wiimotes to be disconnected after
timeout for power saving.
This is currently only enabled on Linux, because of limitations on
the other platforms.
Fully opt-in, reports to analytics.dolphin-emu.org over SSL. Collects system
information and settings at Dolphin start time and game start time.
UI not implemented yet, so users are required to opt in through config editing.
Fixes a major preformance regression in Skies of Arcadia during
battle transisions.
I had plans for a more advanced version of this code after 5.0,
but here is a minimal implemenation for now.
allthough this is a mesa bug, this is a simple enough workaround for context
creation fails with EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR set.
Otherwise dolphin will fail to create 3.3+ core context with current mesa
version
Cleanup code style.
Move ActionReplay code->INI saving into ActionReplay namespace.
Threadsafety Cleanup: ActionReplay is accessed from the Host, Emu
and CPU Threads so the internal storage needs to be protected by a
lock to prevent vectors/strings being deleted/moved while in use by
the CPU Thread.
UI Consistency: Make ARCodes behave like Gecko Codes - only apply
changes when Apply is pressed. Save changes to INI from CheatsWindow.
ISOProperties/CheatsWindow now synchronize with each other.
ISOProperties loads codes using ActionReplay::LoadCodes which actually applies
the codes to the global state. If a game is running then that games receives
all the codes (and ACTIVE status) from the second game being shown in
ISOProperties which is not desirable.
Donkey Kong Country Returns is writing new data to some files in /tmp
when loading each level. But the savestate code was opening the files
a second time and reading some old and stale data out.
As of #3798, dolphin now correctly restores that stale data to /tmp,
which broke DKCR (and probally countless other games).
This PR closes all file handles before saving and loading savestates,
which flushes the data out and pervents this issue. (old savestates
are corrupted and will still cause crashes if loaded)
On master, when polling the 1st in-game controller, Dolphin would poll all the 1st local controllers. With the 1st commit, each client waits its turn, which would dramatically increase the lag.
Now with this commit, it even polls all local controllers at once, so it should have even less latency than master in a few setups. Like one player with 3 controllers and the 2nd one with just one controller.
This fixes issues with setups like:
Player 1 uses port 1 and player 2 uses port 3, or
player 1 uses port 2 and player 2 uses port 3, so nobody uses port 1