* DSP*Arithmetic: Fix grammar for ANDCF and ANDF
* DSP*Arithmetic: Fix registers used by MOVAX and MOV
* DSP*Branch: Fix documentation for JMPR
* DSP*Branch: Fix HALT encoding ("I think I saw a two")
* DSP*ExtOps: Fix 'LN encoding (The listed encoding was for 'L)
* DSP*ExtOps: Improve documentation for 'LD and 'LDAX
* DSPJitExtOps: Correct typo
* DSP*LoadStore: Remove obsolete comment about pc in SRS (This was fixed in 1419e7e5b2)
* DSP*LoadStore: Fix comments for LRR/SRR
* DSP*Misc: Improve documentation for SBCLR and SBSET
* DSP*Multiplier: Fix MULXAC encoding (The previous encoding was for MULXMVZ)
* DSP*Multiplier: Fix tabs in MULCAC and MULCMVZ (There are some other tabs in comments in the JIT, but these are the only ones that are in instruction comments instead of indicating the corresponding interpreter code. Those other comments can be corrected in a different PR, as they're not documentation related.)
* DSPJitMultiplier: Fix MULXMVZ typo
This also removes the emu folder from the Makefile, and the Config.h file. I'm not entirely sure what build.sh was for, but my best guess is that it was some kind of tool to run emulated DSP code at the same time as the actual DSP code and compare the results. I don't know if it ever worked, but it certainly doesn't work now.
These instructions were already implememented by Dolphin, but never added to the manual. Extension instructions will be handled in a later commit, as wlil instructions that were not previously implememented by Dolphin.
We were using a "value" register to avoid clobbering physical_addr,
but this isn't actually needed anymore. The only bits we need from
physical_addr after we start clobbering it are bits 5-9, and
those bits are identical in effective_addr and physical_addr,
so we can read them from effective_addr instead.
Makes our conversions between the different signs explicit to indicate
that they're intentional and also silences compiler warnings when
compiling with sign conversion or stricter truncation warnings enabled.
The extension needs to happen in SetLongAcc, not GetLongAcc, as the extension needs to always be reflected in acS.h.
There is no functional difference with the write handler for acS.h, but it is more readable than 4 casts in a row.
`IsLess` would incorrectly return true if both `SR_OVERFLOW` and `SR_SIGN` are set, as `(sr & SR_OVERFLOW) != (sr & SR_SIGN)` becomes `SR_OVERFLOW != SR_SIGN` which is true as the two masks are different. This broke in e651592ef5.
This issue only affected the DSP LLE Interpreter, and not the DSP LLE JIT.
I've also included a simple test case for this. `ax0.l` (on the top left) is set to 0 if the instruction following `IFL` does not execute and to 1 if it is executed.
Retail-signed discs use the format: IOS56-64-v5661.wad
Debug-signed discs use the format: firmware.64.56.22.29.wad
Debug-signed discs usually have a 128 version of the firmware as well,
since some devkits have 128 MB MEM2. (Retail has 64 MB.)
I found it a little bit annoying that you can't start typing
the desired address immediately after opening the window.
Also getting rid of the window's ? button while I'm at it.
When you come across a cheat code in a place like the Dolphin
wiki, it's often posted like this:
$16:9 Widescreen
0441187C 3FE38E39
Sometimes users try to paste this in its entirety into the Code
field, which leads to Dolphin reporting an error on the first line.
I think it would be nice to make this a little smoother by having
Dolphin accept having a first line that starts with $.
For several reasons:
- It pegs the CPU at 95% for scanning even when Dolphin is idle
- WiimoteScannerHidapi works fine on macOS
- Less macOS code to maintain
When making 92d1d60, I checked whether the ~0x1f masking in dcbx
actually was necessary. I came to the conclusion that it wasn't,
so I removed it. However, I hadn't checked the second half of
InvalidateICache closely enough - the masking is actually needed.
This commit re-adds the masking, but this time in C++ code instead
of in jitted code in order to save icache. Though I suppose the
difference doesn't matter all that much, since this is in farcode
and all...
Hopefully fixes https://bugs.dolphin-emu.org/issues/12612.
This implements the behavior described in
https://bugs.dolphin-emu.org/issues/12565.
Thank you to eigenform, delroth, phire, marcan, segher, and Extrems
for all helping in one way or another with the efforts to reverse
engineer this behavior, and to Rylie for reporting the issue.
Write_U16_Swap leaves the upper 32 bits alone. Reimplementing this
correctly in the JIT would require more than one instruction,
so let's just call Write_U16_Swap instead, like Jit64 does.
One of the following commits will add emulation of a quirk
that only happens when writing to memory which is mapped as
write-through or cache-inhibited, so let's keep track of
which memory is mapped in this way.
This adds about a frame of latency, and since most games don't change
VI registers during scanout, we can get away with outputting the XFB at
the start of scanout. WWE Crush Hour is the (only currently known)
exception, which has flickering problems when doing it this way.
This adds a path to perform the output at the end of scanout, and gates
it behind an option which defaults to using the latency-reducing
pre-scanout path.
PR https://github.com/dolphin-emu/dolphin/pull/9700 removed spaces from within control names, which some user complained about, and their point of view is kind of understandable:
https://bugs.dolphin-emu.org/issues/12605
with this change, only spaces outside (between) control names are trimmed, which are the ones we wanted to trim in the first place.
This will still retain the major advantages from 9700.
Basically, "`Button 1` + `Button 2`" was showing as "`Button1`+`Button2`", while it will now show as "`Button 1`+`Button 2`".
Originally, 1479 (for example) would disassemble as `lsr $ACC0, #-7`. At some point (likely the conversion to fmt), this regressed to `lsr $ACC0, #4294967289`. Now, it disassembles as `lsr $ACC0, #7`.
The CPU-side AX library enables it by default and uses hardcoded parameters.
CMD_COMPRESSOR_TABLE_ADDR (0x0A) was incorrect. It's always a nop on the
GameCube and was probably confused with the Wii version.
It was believed that this only mattered when the rounding mode was
set to round to infinity, which games generally don't do, but it
can also affect the sign of the output when the inputs are all zero.
So it turns out you have to pass XMM0 as the clobber register
to HandleNaNs, because HandleNaNs uses BLENDVPD and BLENDVPD
implicitly uses XMM0, and nobody noticed when I broke this in
2c38d64 because nobody plays the one game that needs accurate NaNs.
This was added because YAGCD's info on MAXANISO (near TX_SETMODE0 in Section 5.11.1) claims it's the case, but Extrems says it does work. I haven't tested anything myself, and dolphin still does not actually implement anisotropic filtering based on this field.
This reverts commit 66b992cfe4.
A new (additional) correctness issue was revealed in the old
AArch64 code when applying it on top of modern JitArm64:
LSR was being used when LSRV was intended. This commit uses LSRV.
The workaround added in 30f9f31 caused a regression where Dolphin
incorrectly replaced runs of one byte with runs of another byte
when writing WIA and RVZ files. ReuseID::operator< was always
returning false unless the ReuseIDs being compared had different
partition keys, which caused std::map<ReuseID, GroupEntry>
to treat all ReuseIDs with the same partition key as equal.