Instructions referencing registers r8-r15 take an additional byte to
encode. `reg_downcount` may be assigned to one of these registers, so it
is a small size win to store the downcount value in `RSCRATCH` first.
Before:
33 D2 xor edx,edx
44 8B 6D 64 mov r13d,dword ptr [rbp+64h]
45 85 ED test r13d,r13d
7E 30 jle 0000023546B43F6D
44 8B B5 D4 02 00 00 mov r14d,dword ptr [rbp+2D4h]
41 8B C5 mov eax,r13d
BF 07 00 00 00 mov edi,7
F7 F7 div eax,edi
After:
33 D2 xor edx,edx
8B 45 64 mov eax,dword ptr [rbp+64h]
85 C0 test eax,eax
7E 30 jle 000001AFBBAE359D
44 8B B5 D4 02 00 00 mov r14d,dword ptr [rbp+2D4h]
44 8B E8 mov r13d,eax
BF 07 00 00 00 mov edi,7
F7 F7 div eax,edi
This value is used in a multiplication. The result of this
multiplication is then subtracted from m_base. By negating m_dec, we are
free to use an addition instead.
On x64, this saves an instruction.
Split the "welcome" messages letting players know achievements are active into a separate method that gets called (currently) after a number of frames to ensure that the emulator has started properly and has somewhere to display the messages.
A new tab is added to the Achievements dialog to chart out the leaderboards in a table. Each row of the table contains the leaderboard information and up to four relevant entries, varying based on how many entries are in the leaderboard, whether or not the player has a submitted score, and where in the leaderboard the player's score is.
FetchBoardInfo is called (via the work queue asynchronously) on a leaderboard every time it is activated or submitted to. It makes two calls to the RetroAchievements API for fetching leaderboard info, one that requests the top four entries in the leaderboard and another that requests the player's entry, the two entries above the player and the two entries below. All of these are inserted into a single map (resolving any overlaps) so the result can be exposed to the UI.
The leaderboard map created here contains information useful to displaying leaderboard stats in the Achievement dialog, including each leaderboard's name and description and a partial list of entries for display. The entire map is exposed to the UI in a single call for simplicity.
Both of these functions access `m_game_data` and don't lock themselves, so they must be called in a way that guarantees that `m_game_data` is not modified during the call.
Scope issue in the event callback from `rc_runtime_do_frame()`. The pointer points to a variable on the stack from inside `rc_runtime_do_frame()`, so that's a race condition between the thread calling `rc_runtime_do_frame()` and the event queue thread.
Added handling to Achievement Progress Events, which are generated when an achievement with a Measured field updates in value. For example, an achievement for collecting 120 stars will throw this event when the player collects each star, and with this handling, the player will get a message on screen informing them of this progress. This message will only appear if the newly added RA_PROGRESS_ENABLED setting is true.
A deep-copy method CopyReader has been added to BlobReader (virtual) and all of its subclasses (override). This should create a second BlobReader to open the same set of data but with an independent read pointer so that it doesn't interfere with any reads done on the original Reader.
As part of this, IOFile has added code to create a deep copy IOFile pointer onto the same file, with code based on the platform in question to find the file ID from the file pointer and open a new one. There has also been a small piece added to FileInfo to enable a deep copy, but its only subclass at this time already had a copy constructor so this was relatively minor.
The achievement badges will now have a blue or gold border to identify whether they have been unlocked in softcore or hardcore mode. Similarly, the game badge will have a blue border if all achievements have been unlocked in either mode or a gold border if all achievements have been unlocked in hardcore mode.
Provided the badges are turned on in the settings, each achievement will have a badge next to it on the progress tab. There are different badges for locked and unlocked (usually locked is grayscale while unlocked is in color but not necessarily) and the badge chosen depends on the player's current unlock and hardcore status.
Provided badges are turned on, if there's a player logged in their RetroAchievements icon will appear next to their player info in the header of the Achievements dialog. If they're playing a game, so will the icon for the game. Also performed some refactoring and reorganizing to the header as a whole so that it looks consistent whether a game is running or not.
FetchBadges fetches all available badges (player, game, achievements) and stores them in AchievementManager's memory. New fields and accessors have been added as necessary. Badges for individual achievements are stored in the UnlockStatus map. The method is public so that the settings dialog can call it if badges are turned on after a game is started. Badges are deleted at game close and logout.
When evaluating whether jo.fastmem should be set to true, we check the
value of jo.fastmem_arena. However, due to a change made in 28e8117b90,
jo.fastmem_arena wasn't set until after the first time we set
jo.fastmem, so jo.fastmem would end up always being false until the next
time RefreshConfig was called.
Fixes https://bugs.dolphin-emu.org/issues/13364.
Image requests from RetroAchievements have a slightly different format from other requests, on account of being GET calls that return strings of image data, so this is a separate function that makes such calls. To handle this, I create a BadgeStatus object that ties each badge to a boolean flag for whether it is loaded and thus usable.
In some settings where the default value could not be evenly divided by the step size for the slider, there would be a crash. This increases the precision of all double numeric settings to 0.5 and now shows the decimal that you couldn't see before.
And in order to avoid a double dereference in the dispatcher, directly store
the normalEntry in the map.
The index to the block map becomes ((((DR<<1) | IR) << 30) | (address >> 2)).
This has been chosen since the msr bits change less often than the address,
thus we keep nearby entries together.
Also do not call the C dispatcher in case the assembly dispatcher didn't
find a block, since it wouldn't find a block either due to the 1:1 mapping,
except when falling back to the non shm segment lookup table.
We had two nearly identical copies of the gather pipe exception checking
code right next to each other, with the only difference being the
register used. Let's unify them, like in Jit64.
This bug has been lurking in the code ever since I added the discard
functionality. It doesn't seem to be triggered all that often,
and on top of that the emitted code only runs conditionally, so I'm not
sure if people have been affected by this bug in practice or not.
We need to check for the address of the *previous* instruction, because
checking fifoWriteAddresses happens not at the end of the instruction
that triggered it but at the start of the next instruction.
This refactors the Rich Presence generation to store to a member field that can be exposed to the UI to display the Rich Presence in the achievement header. It still updates at its original rate of once per two minutes, but calls an update on the dialog when that ticks.
Moved AchievementManager Init further down in the MainWindow constructor; its original position was because it had an impact on the contents of the menu bar, and this is no longer the case.
By not setting a stepSize, stepSize was getting set to the default
value of 0, which is an Int. This later caused a crash when trying to
cast it to Float.
Whenever JitBaseBlockCache::Clear() got called, it threw away the memory mapping for the fast block map and created a new one. This new mapping typically got mapped at the same address at the old one, but this is not guaranteed. The pointer to the mapping gets embedded in the generated dispatcher code in Jit64AsmRoutineManager::Generate(), which is only called once on game boot, so if the new mapping ended up at a different address than the old one, the pointer in the ASM pointed at garbage, leading to a crash.
This fixes the issue by guaranteeing that the new mapping is mapped at the same address.
While both fastmem and the BLR optimization depend on fault handling,
the BLR optimization doesn't depend on fastmem, and there are cases
where you might want the BLR optimization but not fastmem. For me
personally, it's useful when I try to use a debugger on Android and have
to disable fastmem so I don't get SIGSEGVs all the time, but it would be
especially useful for iOS users.
Using GTEST_SKIP instead of just returning from the function shows that
a test was skipped in the test summary. If GTEST_SKIP is called the rest
of the function won't be run, just like with the return.
GTEST_SKIP wasn't available until gtest 1.10, and we updated to 1.12 in
597f8f1b87.
When we execute a JIT block, we have to make sure that both the PC and
the DR/IR bits of MSR are the same as they were when the block was
compiled. When jumping to a block from the dispatcher, this is done in
the way you would expect: By checking the PC and the relevant MSR bits.
However, when returning to a block using the BLR optimization, we only
check the PC. Checking the MSR bits is done by instead resetting the
stack when the MSR changes, making PC checks afterwards fail.
Except... We were only resetting the stack on rfi instructions. There
are actually many more ways for the MSR to change, and we weren't
covering those at all. I looked into resetting the stack on all of them,
but it would be pretty cumbersome both in terms of writing the code and
in terms of how often at runtime we'd have to reset the stack, so I
think the better option would be to check the MSR bits along with the
PC. That's what this commit implements.
Because CPU thread config changed callbacks are no longer instant,
g_Config.iEFBScale doesn't yet contain the new value when the hotkey OSD
code tries to read it.
Should fix https://bugs.dolphin-emu.org/issues/13343.
There's no reason not to allow this now that these settings are
cleanly integrated into the new config system. (Actually, maybe
we could even have done this before the previous commit...)
This fixes a problem where changing the JIT debug settings on
Android while a game was running wouldn't cause the changed settings
to apply to code blocks that already had been compiled.
Resolve warning caused by using values from two different enums in a
conditional expression which was deprecated in c++20.
The warning in question is clang -Wdeprecated-anon-enum-enum-conversion
and gcc -Wenum-compare.
We had one implementation of this type of data structure in Arm64Emitter
and one in VideoCommon. This moves the Arm64Emitter implementation to
its own file and adds begin and end functions to it, so that VideoCommon
can use it.
You may notice that the license header for the new file is CC0. I wrote
the Arm64Emitter implementation of SmallVector, so this should be no
problem.
Modify PPCSTATE_OFF and PPCSTATE_OFF_ARRAY macros when using GCC to
avoid useless log spam. Specifically, use a consteval lambda with gcc
_Pragma statements to disable the -Winvalid-offsetof warning inside the
macros.
Each successful build (and many failing ones) on the Android buildbot
generates almost 300 cases of -Winvalid-offsetof, resulting in thousands
of lines of log spam per build. In addition to bloating the log filesize
these spurious warnings make it harder to find actual warnings.
These warnings are generated by calls to the macros PPCSTATE_OFF and
PPCSTATE_OFF_ARRAY, which in turn are used by many other macros used by
the JIT. The ultimate cause is that offsetof is only conditionally
supported on non-standard-layout types, which includes the PowerPCState
struct.
To address potential questions of whether there's a better way to handle
this:
The obvious solution would be to modify PowerPCState so that it does
have a standard layout. This is unfortunately impractical.
To have a standard layout a type can only contain other types with
standard layouts. None of the stl containers are guaranteed to have
standard layouts, and PowerPCState contains a std::tuple and std::array.
PowerPCState also contains a PowerPC::Cache and InstructionCache which
themselves contain std:arrays and std::vectors.
Furthermore InstructionCache derives from Cache, and a derived class can
only have standard layout if at most one class in its hierarchy has a
non-static data member, but both classes have such members. Making
InstructionCache have a standard layout would require duplicating all
the functionality of Cache so it no longer derived from it, as well as
replacing the stl containers. This might require having a raw pointer to
said containers, with the manual memory management that implies.
All of that would be much more disruptive than would be justified to get
rid of some warnings (however annoying they might be). This is
compounded by the fact that PowerPCState hasn't had a standard layout
for a long time, if ever, and if the PPCSTATE_OFF macros weren't working
reliably it would have become obvious a long time ago.
As to why I picked the lambda solution over other potential changes:
- Keeping the define as-is and wrapping some gcc #pragmas around it
doesn't work because the pragmas don't get included when the define is
substituted to the call site.
- Keeping the define as a non-lambda expression and using inline
_Pragma() statements would ideally be better and works fine for msvc,
but fails for GCC with "'#pragma' is not allowed here".
- Turning off -Winvalid-offsetof globally for gcc would work, but there
might be other contexts where offsetof is problematic and GCC seems to
be the only compiler warning about it.