These tends to get requested from either pure GDB or Ghidra. They reduce the verbosity of the communications. The QSupported packet is also important to implemnent for future proofing too.
The stub was made with the assumption that the GDB architecture is rs6000:6000, but the closest is actually powerpc:750 which features much more SPR that the gekko supports, but it also has slightly different ID. This commit now assumes the more proper powerpc:750.
We don't use sampler2DMS, but we do use sampler2DMSArray.
I can't reproduce it on my phone, but a user who was running GLES
on a Tegra X1 reported a shader compilation error related to this.
Mainly concerns to building with Ninja, as that's what I tested it with.
Originally it would only prepend the first path with `/external:I`,
however all paths in the list have to be prepended with `/external:I`.
The MS documentation seems to support this, as it makes no mention of it
accepting a list.
This is probably the worst way to implement this, I am unfamiliar with
CMake.
It's always a good sign when the comments say "this will definitely
crash" and "I don't know if this is for a good reason".
Fixes https://bugs.dolphin-emu.org/issues/12762.
These GetPointer calls could cause crashes, in part because the
callers didn't do null checks and in part because GetPointer
inherently is unsafe to use for accesses larger than 1 byte.
The actual values don't matter since we overwrite all of the relevant fields, but other bits were not initialized (e.g. the top 12 bits of X10Y10), so the warning was semi-valid.
This piece of code is rather hard to understand, but my best guess
at what it's trying to do is that it tries to create opportunities
to skip writing CRs back to ppcState if we know that there are no
CR instructions (or branch instructions, etc) between an instruction
that writes to a CR register and the next blr. This is technically
inaccurate emulation, but as long as games don't do anything too
weird with their ABIs, I suppose it doesn't break anything.
So why do I want to get rid of it? Well, other than breaking some
hypothetical weird game, I imagine it could trip up people trying
to debug a game who are looking at the CR contents. And the code
is just plain confusing. (blr clearly doesn't write to CRs!)
Videocommon also depends on core, which resulted in linking errors (though I'm not sure why). Ideally, dolphintool woudln't depend on videocommon... but some stuff in core does.
Previously, EFB copies would be in the middle of other objects, as objects were only split on primitive data. A distinct object for each EFB copy makes them easier to spot, but does also mean there are more objects that do nothing when disabled (as disabling an object only skips primitive data, and there is no primitive data for EFB copies).
This also adds the commands after the last primitive data but before the next frame as a unique object; this is mainly just the XFB copy. It's nice to have these visible, though disabling the object does nothing since only primitive data is disabled and there is no primitive data in this case.
It became irrelevant in 952dfcd610, when the define was removed; now, the code the comment is referring to is in JitRegister.cpp, and oprofile is controlled by cmake.
My change in 867cd99 caused farcode to fill up much more than before.
Most games still ran fine, but certain games would have multiple
cache clears per minute, on top of being overall slow.
Maybe there's something prettier we can do about this than just
allocating more RAM, but we have the resource budget for making
Dolphin use more RAM, so I consider increasing the size of the
cache to be a good solution at least for the time being.
At least for Prince of Persia: The Forgotten Sands, 48 MB isn't
enough to stop the cache clears, but 64 MB is. (I only played the
game for a few minutes when testing, though.)
To do this, I had to decouple framebuffer fetch from shader blending. We need to be able to access framebuffer fetch input when using shader logic ops.
If InputConfig::LoadConfig() was called once with a non empty/customized config,
then called again after manually deleting the config (dolphin calls LoadConfig() every time it opens the mapping widget),
the second load would fail to clear the values on any non first EmulatedController and would instead keep the
previous config values despite it being deleted (while it would instead correctly default the first EmulatedController).
This is not a big bug though the code is better now.
Fixes bug: https://bugs.dolphin-emu.org/issues/12744
Before e1e3db13ba
the ControllerInterface m_devices_mutex was "wrongfully" locked for the whole Initialize() call, which included the first device population refresh,
this has the unwanted (accidental) consequence of often preventing the different pads (GC Pad, Wii Contollers, ...) input configs from loading
until that mutex was released (the input config defaults loading was blocked in EmulatedController::LoadDefaults()), which meant that the devices
population would often have the time to finish adding its first device, which would then be selected as default device (by design, the first device
added to the CI is the default default device, usually the "Keyboard and Mouse" device).
After the commit mentioned above removed the unnecessary m_devices_mutex calls, the default default device would fail to load (be found)
causing the default input mappings, which are specifically written for the default default device on every platform, to not be bound to any
physical device input, breaking input on new dolphin installations (until a user tried to customize the default device manually).
Default devices are now always added synchronously to avoid the problem, and so they should in the future (I added comments and warnings to help with that)
This fixes the bad rendering on the first frame when using the software renderer: the software renderer's Z buffer started out at 0, but most games clear it to 0xffffff instead; this means that things don't render correctly except for in the regions where the screen was cleared by an EFB copy earlier in the frame.
The system menu does clear the RTC flags, but we currently aren't updating the cache file, and since we clear them the system menu doesn't know to update the cache either. This means that launching a game via the system menu, and then launching a game directly and exiting via HOME will result in the system menu using an outdated cache and displaying the old game. This causes it to fail to launch the game on the disc channel (since it doesn't match the cache), resulting in it resetting (though it will ignore the cache after resetting). Not clearing the cache avoids this issue.
PNG_FORMAT_RGB and PNG_COLOR_TYPE_RGB both evaluate to 2, but PNG_FORMAT_RGBA evaluates to 3 while PNG_COLOR_TYPE_RGBA evaluates to 6; the bit indicating a palette is 1 while the bit indicating alpha is 4.
Fixes Bomberman Jetters in single core mode.
When single core mode pauses the CPU to execute the GPU
FIFO it greedily executes the whole thing. Before this commit,
Finish and Token interrupts would happen instantly, not even
taking into account how long the current FIFO window has
taken to execute. The interrupts would be effectively backdated
to the start of this execution window.
This commit does two things: It pipes the current FIFO window
execution time though to the interrupt scheduling and it enforces
a minimum delay of 500 cycles before an interrupt will be fired.