Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.
Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.
Co-authored-by: Pokechu22 <Pokechu022@gmail.com>
Since the description updating is tied to the selection changing on the detail list, and the detail list is recreated on each object change, behavior was somewhat broken. Clearing the list changed the current row to zero, but nothing else (particularly m_object_data_offsets) had been updated, so the description was not necessarily correct (this is easier to observe now since the vertex data is at the end, so it's easier to get different lengths of register updates). Furthermore, subsequent clears did not update the current row since there was no visible selection, so it only changed the description once. The current row is now always set to zero, which forces an update (and also scrolls the list back to the top). The presence of FRAME_ROLE and OBJECT_ROLE are also checked so that the description is cleared if no object is selected.
- Only one search result is generated per command/line, even if there are multiple matches in that line.
- Pressing enter on the edit field begins a search, just like clicking the begin button.
- The next and previous buttons are disabled until a search is begun.
- The search results are cleared when changing objects or frames.
- The previous button once again works (a regression from the previous commit), and the register updates and graphics data for the correct object are searched.
- currentRow() never returns -1, so checking that is unnecessary (and misleading).
- The 'Invalid search parameters (no object selected)' previously never showed up before because FRAME_ROLE is present if and only if OBJECT_ROLE is present.
This way, it can be focused with the render window behind it, instead of having the main window show up and cover the render window. This is useful for adjusting the object range, among other things.
If the number of objects varied, this would result in either missing objects on some frames, or too many objects on some frames; the latter case could cause crashes. Since it used the current frame to get the count, if the FIFO is started before the FIFO analyzer is opened, then the current frame is effectively random, making it hard to reproduce consistently.
This issue has existed since the FIFO analyzer was implemented for Qt.
The 'zero frames in the range' check can be removed because now there is always at least 1 frame; of course that might be the same frame over and over again, but that's still useful for e.g. Free Look (and the 1 frame repeating effect already occurred when frame count was exclusive).
A single object can be selected instead of 2 (it was already inclusive internally), and the maximum value is the highest number of objects in any frame (minus 1) to reduce jank when multiple frames are being played back.
Now that this is only called when playback actually starts (and not on unpausing), this change makes the experience a bit better (no more missing objects from not having reset the from object after changing FIFOs).
It is no longer relevant for the current set of loaders after 7030542546. If it becomes relevant again, a static function named IsUsable or IsCompatibleWithCurrentMachine or something would be a better approach.
In 5a1a642, I explicitly set android:debuggable="true" for Dolphin.
(By default, it's set for debug builds but not release builds.)
The reason I made the change is because debuggable must be set to
true in order to allow adb backup to be used with apps which target
Android 12. We have no reason to want to stop users from debugging
Dolphin and certainly no reason to stop users from using adb backup
(especially not after forced storage is going to force us to store
the User folder in app-specific external storage!), but,
it turns out that setting debuggable to true is forbidden by
Google Play "for security reasons". Go figure. The beta build
which was tagged earlier today was rejected because of this.
By taking advantage of three-operand IMUL, we can eliminate a MOV
instruction. This is a small code size win. However, due to IMUL sign
extending the immediate value to 64 bits, we can only apply this when
the magic number's most significant bit is zero.
To ensure this can actually happen, we also minimize the magic number by
checking for trailing zeroes.
Example (Unsigned division by 18)
Before:
41 BE E4 38 8E E3 mov r14d,0E38E38E4h
4D 0F AF F5 imul r14,r13
49 C1 EE 24 shr r14,24h
After:
4D 69 F5 39 8E E3 38 imul r14,r13,38E38E39h
49 C1 EE 22 shr r14,22h
This isn't entirely necessary, as they are interpreted as barewords expressions,
but it's still nicer to have by default. And my upcoming input changes will
always put `` around single letter inputs.
-Add pause state to FPSCounter.
-Add ability to have more than one "OnStateChanged" callback in core.
-Add GetActualEmulationSpeed() to Core. Returns 1 by default. It's used by my input PRs.