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.
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.
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.
This does require another register, but we skip having to use shifted
ADD, which takes two cycles on some CPUs, and we gain instruction-level
parallelism.
This was because the shader uniforms between the pixel and vertex shaders
were willingly left different, to avoid filling the vertex shader with unnecessary
params. Turns out all backends are fine with this except OGL.
The new behaviour is now much more consistent and well explained,
the "default" shaders are the ones that always run, and the non default
ones are the user selected ones (if any).
Turns out that we have two subsystems that want to register CPU thread
callbacks from a different thread than the CPU thread: FreeLookConfig
and VideoConfig. Both seem to happen from the host thread before the CPU
thread starts, so there's no thread safety issue. But ideally, if we
want to allow registering callbacks from threads other than the CPU
thread, we should make registering callbacks actually thread-safe. This
is an unsolved problem for the regular Config system, so I would like to
leave it outside the scope of this PR.
This fixes a problem that started happening in CoreTimingTest after the
previous commit. CPUThreadConfigCallback registers a Config callback
only once per run of the process, but CoreTimingTest calls
Config::Shutdown after each test, and Config::Shutdown was clearing all
callbacks, preventing the callback from running after that.
In theory, our config system supports calling Set from any thread. But
because we have config callbacks that call RunAsCPUThread, it's a lot
more restricted in practice. Calling Set from any thread other than the
host thread or the CPU thread is formally thread unsafe, and calling Set
on the host thread while the CPU thread is showing a panic alert causes
a deadlock. This is especially a problem because 04072f0 made the
"Ignore for this session" button in panic alerts call Set.
Because so many of our config callbacks want their code to run on the
CPU thread, I thought it would make sense to have a centralized way to
move execution to the CPU thread for config callbacks. To solve the
deadlock problem, this new way is non-blocking. This means that threads
other than the CPU thread might continue executing before the CPU thread
is informed of the new config, but I don't think there's any problem
with that.
Intends to fix https://bugs.dolphin-emu.org/issues/13108.
In std::string, you can store strings using any encoding, but in Dolphin
we have decided to use UTF-8. The problem is that if you convert between
std::string and std::filesystem::path using the built-in methods, the
standard library will make up its own assumption of what encoding you're
using in the std::string. On most OSes this is UTF-8, but on Windows
it's whatever the user's code page is.
What I believe is the C++ standard authors' intended solution to this is
to use std::u8string instead of std::string, but that's a big hassle to
move over to, because there's no convenient way to convert between
std::string and std::u8string. Instead, in Dolphin, we have added helper
functions that convert between std::string and std::filesystem::path in
the manner we want. You *always* have to use these when converting
between std::string and std::filesystem::path, otherwise we get these
kinds of encoding problems that we've been having with custom textures.
Fixes https://bugs.dolphin-emu.org/issues/13328.
The previous list had some issues. A lot of variant id's were set to 0x0000. Althought this works for some figures, on a technicallity implemented into the games, they are technically wrong and don't result in exactly the same experience as the real figures. For example, the previous small fry got a "series 1" text in the summon screen. The real small fry does not have this. I also added figure types so I can add seperate generation logic later.
The Kaos element only applies to 3 items. So, I decided to throw it under others since it's not listed as an element in the manual and you can easily search for Kaos
Android interprets char as unsigned char, so comparing with 0 triggers a
tautological-unsigned-char-zero-compare warning.
Casting c to an unsigned char and removing the comparison with 0
resolves the warning while needing one less comparison on all platforms.
Verify that DXFramebuffer's integer RTV descriptor's cpu_handle has been
allocated before using it, and if it hasn't use the non-integer RTV
descriptor instead. This fixes a Dolphin crash in Twilight Princess, and
possibly other games (Issue 13312).
As an optimization to save space in the descriptor heap, DXFramebuffer's
integer descriptor is only initialized if the given abstract texture
format has different integer and non-integer RTV formats. This
previously wasn't accounted for by GetIntRTVDescriptorArray, which could
cause DX12::Gfx::BindFramebuffer to call OMSetRenderTargets with an
invalid descriptor which would lead to a crash.
Triggering the bug was fortunately rare because integer formats are only
used when blending is disabled and logic ops are enabled. Furthermore,
the standard integer abstract format is RGBA8 which has different
integer and non-integer RTV formats, causing the integer descriptor to
be initialized and avoiding the bug.
The crash started appearing in a2702c6 because it changed the
swapchain's abstract texture format from RGBA8 to RGB10_A2. Unlike
RGBA8, RGB10_A2 has the same integer and non-integer RTV formats and so
the bug can be triggered if the other requirements are met.
Should fix https://bugs.dolphin-emu.org/issues/13178.
Jit64 doesn't need to do this because it stores PC directly into
ppcState instead of first storing it in a register.
Now block link nearcode is back to a length of three instructions.
Unfortunately, the code I'm adding to Jit.cpp ends up being a bit messy
because we need to handle the case of already being in farcode...
Jumping between linked blocks currently works as follows: First, at the
end of the first block, we check if the downcount is greater than zero.
If it is, we jump to the `normalEntry` of the block. So far so good. But
if the downcount wasn't greater than zero, we jump to the `checkedEntry`
of the block, which checks the downcount *again* and then jumps to
`do_timing` if it's less than zero (which seems like an off by one error
- Jit64 doesn't do anything like this). This second check is rather
redundant. Let's jump to `do_timing` where we previously jumped to
`checkedEntry`.
Jit64 doesn't check the downcount on block entry. See 5236dc3.
I initially thought the 0x01 side was both sides (equavalent to just C. However, this turned out to be something I forgot I implemented in my personal interface. 0x01 does not seem to change any colors.
Recently discovered how exactly the last 2 bytes of the J command for timing data
using portmapping with hosting while using traversal server (which is possible by checking the option while under "direct connect" and flipping back to traversal server) causes dolphin to request a mapping to external port 0.
In UPnP a mapping to external port 0 is actually the wildcard, which means that connection requests on all
external ports (that are not otherwise mapped) will be forwarded to the client.
Additionally it seems like using port mapping with traversal server is probably not expected behavior, as the option checkbox disappears when traversal server is used.
Dolphin no longer supports Windows 7, so the fact that there are (were?)
more people who use Windows 7 than who use a GPU that doesn't support
the required feature is no longer relevant.
By misusing Config, this netplay-related code opened up a race condition between Config::OnConfigChanged() and SerialInterface::SerialInterfaceManager::UpdateDevices() that could cause iterator invalidation.
GCAdapter::UseAdapter() reads s_is_adapter_wanted, which gets
initialized by config_guard.~ConfigChangeCallbackGuard(). So we must
wait until after destroying the config guard to know whether we have any
controllers set to GC Adapter.
Expanded the use of the lock mutex already used for loading the player's existing unlock status to guard against races involving the Achievements dialog window reading from data AchievementManager might be in the process of updating. The lock has been exposed publicly and the AchievementsWindow uses it in its UpdateData method, and anywhere else that might modify data used to render that window has also been wrapped with it.
AchievementManager now has a SetUpdateCallback method for providing a single universal callback for anytime something important changes in the achievement state, such as logging in/out, game load/close, or events such as achievement unlocks. AchievementsWindow sets this callback in its own init to its UpdateData method so that the AchievementsWindow gets updated when one of these changes takes place.
This widget is a tab in the AchievementsWindow that displays the player's current achievement progress: which achievements are locked or unlocked, and the progress of achievements that have progress metrics.
This widget displays a header on the AchievementsWindow dialog above the tabs that shows the currently logged in user (if there is one) and the game they are playing (if there is one).
Added some small methods to AchievementManager to expose useful data for displaying in an achievement UI. Also moved a couple things from private to public for the same purpose.
1 ) When first opened, the (user selected) post process shader config widget would print the wrong values on the text label next to int range sliders. For example if the range was from 1 to 6, and the value loaded from the config was 1, the label would print 0 when first opened, to then start showing the correct value once the slider was first moved.
This mirrors the behaviour of the float slider code below:
```auto* const value_box = new QLineEdit(QString::asprintf("%f", m_config_option->m_float_values[i]));```
2 ) The defautl int slider value would also be set wrong on first load, as it was being divided by the slider max instead of the slider step amount (again, just like for the float implementation). This is a mistake I had made with my previous submission.
The ExpansionInterfaceManager::PauseAndLock function does nothing but
call other functions that have no effect.
ExpansionInterfaceManager::PauseAndLock calls CEXIChannel::PauseAndLock,
which in turn calls IEXIDevice::PauseAndLock. None of the classes
deriving from IEXIDevice override PauseAndLock, and the implementation
in IEXIDevice does nothing.
Fixing all the places it's used turned out to be a more complicated task than anticipated. So let's remove this for now so we don't confuse users with cryptic error messages...
To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary
to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and
do them in linear space instead of gamma space (which is very important when playing at low resolutions).
For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now
R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted.
Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly)
as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used
by video standards dating to the pre HDR era (roughly gamma 2.35).
Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for
our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without
having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games
with strongly different and simpler lighting. HDR should also be supported in Linux.
Development of my own AutoHDR shader is almost complete and will come next.
This has been carefully tested and there should be no regression in any of the different features that Dolphin
offers, like multisampling, stereo rendering, other post processes, etc etc.
Fixes: https://bugs.dolphin-emu.org/issues/8941
Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com>
Co-authored-by: Dogway <lin_ares@hotmail.com>
There's nothing going on with behavior here that would prevent these
from being const qualified.
Also better communicates that this function isn't intended to modify the
given resource pack.
We want to have a low number of instructions between the LDP and the
MADD so that the MADD can start immediately after the LDP finishes
even if we're on a lower-end in-order CPU.
Replace the bool parameter force5bytes in J, JMP, and J_CC with an enum
class Jump::Short/Near. Many callers set that parameter to the literal
'true', which was unclear if you didn't already know what it did.
The base DebugInterface now depends on the Core's CPUThreadGuard, and
utilities in Common shouldn't be depending on Core facilities. So, we
can move this into the core library instead.
This doesn't need to be handled by translators, since they're not
user-displayed text or just don't need to be translated.
While we're at it, we don't need to copy each entry of the resulting
list.
We can utilize the fact that if swapping two instructions causes another
swap to become possible, that swap involves one of the two instructions
we just swapped. There's need to search for new swap opportunities as
far back as the beginning of the block; we can just go one step back.
Mesa (llvmpipe) only reports 4x MSAA, and doesn't report 2x (or 1x, but we implicitly add that). The old logic did not handle this correctly, causing selecting 4x to fail and fall back to None.
This also removes VideoUtils::GetAvailableAntialiasingModes, and thus VideoUtils entirely, as its only other function was removed in 1f74653501.
We can move the construction of the Diff instance into the body of the
if statement, so that we only construct this if the condition is true.
While we're at it, we can move the symbol description string into the
instance, getting rid of a copy. The function itself can also be const
qualified.
-An assert would be erroneously thrown when shaders declared an array of 4 int or float options, despite 4 being the max supported (a simple <= / < mistake)
-When changing the type of a shader option (e.g. from bool to float), the serialization would be stuck appending the value from the previous option type, making the shader fail to build permanently until the cache were cleaned
DX12 would often crash when starting and stopping the emulation many times, due to the device enumerator failing for some reason. Checking for success fixes it.
I've received a report from an Android user with a gamepad (a "BSP-D3")
where one physical trigger is controlling two analog axes at the same
time. This was causing RemoveSpuriousTriggerCombinations to delete both
axes, which is clearly not a desireable outcome.
With this change, now the axis with the greatest smoothness is kept,
or both in case they have the same smoothness.
Adds features to improve navigation of Skylanders portal menu, includes:
-List of Skylanders and filters for searching
-Improved buttons for faster loading options
-Added default user folder for storing .sky files
To maintain compatibility with some video encoders, the whole output buffer was scaled to be a multiple of 4.
This change makes it so that that rule only applies while actively recording (or taking screenshots, even if it might not be necessary for that case).
Somewhere in the process of getting the memory peeking right for achievements, the AchievementManager call to DoFrame went missing. This restores it properly.
AchievementSettingsWidget is a dialog widget in AchievementsWindow for handling RetroAchievements settings in the user interface. This class contains the physical layout, widget connections, load/save functions and button responses. AchievementsWindow now has a tabbed list that this is inserted into; other tabs will be in a later pull request.
AchievementsWindow is the dialog box that will eventually contain the settings and progress data for RetroAchievements on Dolphin. This adds the barebones dialog, and connects it to MainWindow's MenuBar.
Enable through command line options:
-C Graphics.Settings.TexturePNGCompressionLevel=[0-9]
Or from GFX.ini:
[Settings]
TexturePNGCompressionLevel=[0-9]
@see #10792
Fixing a bug with the RetroAchievements integration where certain combinations of configurations would result in a malformed API request and an attempt to dereference the null response.
AMD Metal drivers have a goofy bug where the bbox buffer stops being coherent with the cpu if you copy to it from a private (gpu) buffer and don't do anything else with it in that command buffer.
Adds two new hotkeys to open the menus for emulated USB devices- Skylanders Portal of Power and the Infinity Base. (Hotkeys only active when game is running).
Portal menu: Default is <Ctrl+P>.
Infinity base: Default is <Ctrl+I>
-The float sliders initial value wasn't calculated correctly
-Fix the checkbox dependencies not being applied until a setting was changed for the first time
Added OnScreenDisplay messages to HandleAchievementTriggeredEvent to display an extra congratulations message if the player has completed (unlocked all achievements in casual) or mastered (unlocked all achievements in challenge) the game. This also uses the display name retrieved when verifying credentials, which has now been added as a member field on AchievementManager.
Added an OnScreenDisplay message to LoadGameByFilenameAsync to display a message when a player starts a game with achievements, notifying them of their current score. The score displayed is challenge points if the player is in challenge mode or challenge + casual if the player is in casual mode. A second message tells the player which mode they are in. To match RetroAchievements' website interface, the messages are blue for casual and gold for challenge.
Added a TallyScore method to AchievementManager to calculate the player's current scores (soft and hard) against the total number of points across all achievements. Includes a PointSpread structure to hold all points and counts. The Unlock Map now includes point values for each achievement to aid in this calculation; this is populated at insert time, and Unofficial achievements are tallied as zero.
Added HandleLeaderboardStartedEvent with an OnScreenDisplay message when a player has triggered a leaderboard's failure conditions. The message includes the title of the achievement.
Added HandleLeaderboardStartedEvent with an OnScreenDisplay message when a player has triggered a leaderboard's start conditions. The message includes the title of the achievement.
Added an OnScreenDisplay message to HandleLeaderboardTriggeredEvent to display a message when a player has completed a leaderboard. The message includes the title of the achievement and the player's score/time.
Added an OnScreenDisplay message to HandleAchievementTriggeredEvent to display a message when a player has unlocked an achievement. The message includes the title of the achievement and its point value based on the game data. To match RetroAchievements' website interface, the message is blue if the unlock is casual and gold for challenge.
This warning came about after 46ad8b9d68
In file included from /home/ports/pobj/dolphin-5.0.0.20230429/dolphin-5.0.0.20230429/Source/Core/Core/IOS/WFS/WFSI.cpp:4:
/home/ports/pobj/dolphin-5.0.0.20230429/dolphin-5.0.0.20230429/Source/Core/Core/IOS/WFS/WFSI.h:54:6: warning: private field 'm_aes_key' is not used [-Wunused-private-field]
u8 m_aes_key[0x10] = {};
^
By using a shm memory segment for the fast_block_map that is sparsely
allocated (i.e. on write by the OS) instead of a statically allocated
array we can make the block lookup faster by:
* Having a bigger space available for lookup that doesn't take up
too much memory, because the OS will only allocate the needed
pages when written to.
* Decrease the time spent to lookup a block in the assembly dispatcher
due to less comparisions and shorter code (for example the pc check
has been entirely dropped since only the msrBits need to be validated).
When the JIT block cache is full the shm segment will also be released
and reallocated to avoid allocating too much memory. It will also be
reset when the instruction cache is flushed by the PPC code to avoid
having stale entries.
Also fallback to the original method in case the memory segment couldn't
be allocated.
A comment removed by this commit gives two reasons for listening to
slave devices, both of which no longer apply:
- "Only slaves emit raw motion events": perhaps this was true when the
comment was written, but now master devices provide raw motion events
along with the other raw events.
- "Selecting slave keyboards avoids dealing with key focus": we get raw
key events regardless of the focus.
Listening to both master and slave devices results in duplicate raw
events. For button and key events, that's a tiny waste of time setting
the update flag a second time, but for raw mouse events the raw motion
will be processed twice. That makes this commit a user-facing change.
In X, the ButtonPress events generated when a mouse button is pressed
have a special property: if they don't activate an existing passive
grab, the X server automatically activates the "implicit passive grab"
on behalf of the client the event is delivered to. This ensures the
ButtonRelease event is delivered to the same client even if the pointer
moves between windows, but it also causes all events from that pointer
to be delivered exclusively to that client. As a consequence of the
implicit passive grab, for each window, only one client can listen for
ButtonPress events; any further listeners would never receive the event.
XInput 1 made the implicit grab optional and explicit by allowing
clients to listen for DeviceButtonPress events without
DeviceButtonPressGrab events. XInput 2 does not have a separate grab
event class, but multiple clients can listen for XI_ButtonPress on the
same window. When a button is pressed, the X server first tries to
deliver an XI_ButtonPress event; if no clients want it, then the server
tries to deliver a DeviceButtonPress event; if no clients want it, then
the server tries to deliver a ButtonPress event. Once an event has been
delivered, event processing stops and earlier protocol levels are not
considered. The reason for this rule is not obviously documented, but
it is probably because of the implicit passive grab; a client receiving
a ButtonPress event assumes it is the only client receiving that event,
and later protocols maintain that property for backward compatibility.
Before this commit, Dolphin listened for XI_ButtonPress events on the
root window. This interferes with window managers that expect to
receive ButtonPress events on the root window, such as awesome and
Openbox. In Openbox, applications are often launched from a menu
activated by clicking on the root window, and desktops are switched by
scroll wheel input on the root window. This makes normal use of other
applications difficult when Dolphin is open (though Openbox keyboard
shortcuts still work). Conversely, Dolphin only receives XI_ButtonPress
events for clicks on the root window or window decorations (title bars),
not on Dolphin's windows' content or the render window. In window
managers that use a "virtual root window" covering the actual root
window, such as Mutter running in X, Dolphin and the window manager do
not conflict, but clicks delivered to other applications using XInput2
(for testing, try xinput --test-xi2) are not seen by Dolphin, which is
relevant when background input is enabled.
This commit changes Dolphin to listen for XI_RawButtonPress (and the raw
versions of other events); Dolphin was already listening to XI_RawMotion
for raw mouse movement. Raw events are always and exclusively delivered
to the root window and are delivered to every client listening for them,
so Dolphin will not interfere with (or be interfered with by) other
applications listening for events.
As part of being raw, button numbers and keycodes in raw events have not
had mapping applied. If a left-handed user swapped the left and right
buttons on their mouse, raw events do not reflect that. It is possible
to query the mappings for each device and apply them manually, but that
would require a fair amount of code, including listening for mapping
changes.
Instead, Dolphin now uses the events only to set a "changed" flag, then
queries the current button and key state after processing all events.
Dolphin was already querying the pointer to get its absolute position
and querying the keyboard to filter the key bitmap it created from
events; now Dolphin also uses the button state from the pointer query
and uses the keyboard query directly.
Queries have a performance cost because they are synchronous requests to
the X server (Dolphin waits for the result). Commit 2b640a4f made the
pointer query conditional on receiving a motion event to "cut down on
round trips", but commit bbb12a75 added an unconditional keyboard query,
and there have apparently been no performance complaints. This commit
queries the pointer slightly more often (on button events in addition to
motion), but only queries the keyboard after key events, so the total
rate of queries should be substantially reduced.
Fixes: https://bugs.dolphin-emu.org/issues/10668
We need XInput 2.1 to get raw events on the root window even while
another client has a grab. We currently use raw events for relative
mouse input, and upcoming commits will use raw events for buttons and
keys.
FSCore implements the core functionality that can also be used outside of emulation. FSDevice implements the IOS device and is only available during emulation.
ESCore implements the core functionality that can also be used outside of emulation. ESDevice implements the IOS device and is only available during emulation.
DoFrame is a function called every frame by the emulator so that rcheevos can be properly updated and processed. It requires a memory peeker and an event handler to be passed in; the memory peeker is called repeatedly each frame to measure what's in memory and compare to achievement definitions, and any events thrown by that comparison are sent to the event handler.
Also, DoFrame checks for the current system time to determine when to ping rich presence. Rich Presence on the RetroAchievements website updates every two minutes, so if two minutes have elapsed since the previous ping, another ping is sent.
GenerateRichPresence calls rc_runtime_get_richpresence in rhceevos on the achievement runtime to get the current Rich Presence string, a description of the player's current in-game state based on its memory as fed into a custom-developed script downloaded via FetchGameData. This gets passed into PingRichPresence, but is separated into its own method so it can be used elsewhere locally.
MemoryPeeker is a function passed by pointer into rcheevos DoFrame functionality that forms the lynchpin of the rcheevos runtime - it provides the interface by which rcheevos accesses memory and determines if the fields provided by achievement, leaderboard, and rich presence definitions are meeting the criteria needed.
AchievementEventHandler simply checks which kind of event is triggered and calls the appropriate function. Its primary purpose is as a function to be pointed to.
HandleAchievementTriggeredEvent is an asynchronous method that processes an event and places a synchronous AwardAchievement call on the work queue. In the process, it also updates the unlock map and makes the ActivateDeactivateAchievement call to determine and adjust the achievement's current active state.
PingRichPresence makes a "ping" API request to the RetroAchievements website with the provided RichPresence string parameter. While there has been talk about tying ping in with session, in its current state the primary purpose of ping is to send the player's Rich Presence to the website.
AwardAchievement performs the API call to notify the site that an achievement has been unlocked. As one of the parameters is the game hash (something I overlooked previously; I thought it was the game ID) this change also moves the game hash into a member field.
This reads Steam Deck controls bypassing Steam Input. This allows for access to
motion controls as well as independent access to thumb sticks, trackpads, and
back grip buttons.
This reverts commit cfe3683668.
On Windows systems with 125% DPI scaling, this was causing both icons
and the OSD to be upscaled by 25% using nearest neighbor scaling, which
looks really bad. shuffle2 has said that this will be improved later,
but we should revert it for now for the sake of the upcoming beta build.
The old tooltip description box used GraphicsWidget to provide shared
code to the Graphics config panes for adding descriptions to their
settings.
The description box has been replaced by BalloonTips and serves no
further purpose, so remove it and have the Graphics panes derive from
QWidget instead.
GraphicsInteger is used by the panes in the Graphics config window to
create spin boxes that change their associated config setting, and
update their own state when something else changes the config setting.
Despite its current name nothing about this class is particular to the
Graphics window, so renaming it to ConfigInteger better reflects its
purpose. This should also make it less confusing when ConfigIntegers
are added to other config windows.
This fixes a crash I found in the Request function of AchievementManager where under certain conditions init_request would return an api_request with null post data, and Post would crash if it attempted to access it. Now the function aborts before the Post and returns an INVALID_REQUEST response type.
GraphicsSlider is used by the panes in the Graphics config window to
create sliders that change their associated config setting, and update
their own state when something else changes the config setting.
Despite its current name nothing about this class is particular to the
Graphics window, so renaming it to ConfigSlider better reflects its
purpose. This should also make it less confusing when ConfigSliders are
added to other config panes.
GraphicsRadioInt is used by the panes in the Graphics config window to
create radio buttons that change their associated config setting, and
update their own state when something else changes the config setting.
Despite its current name nothing about this class is particular to the
Graphics window, so renaming it to ConfigRadioInt better reflects its
purpose. This should also make it less confusing when ConfigRadioInts
are added to other config panes.
m_xrr_config was used by the GeneralWidget::GetAvailableResolutions
function to get the list of supported fullscreen resolutions when
HAVE_XRANDR was set. aa4088a removed the ability to set that resolution
in the UI, leaving the GetAvailableResolutions function unused.
m_xrr_config is initialized in MainWindow which still uses it to toggle
fullscreen, but the references in GeneralWidget and GraphicsWidget
(which just ferried m_xrr_config from MainWindow to GeneralWidget) are
now unnecessary and removed in this commit.
Fixes dynamically changing dpi scaling.
Load resources from svg if possible.
Currently svg support is not in Qt build in Externals,
and image files need to be added later.
GraphicsChoice is used by the panes in the Graphics config window to
create combo boxes that change their associated config setting, and
update their own state when something else changes the config setting.
Despite its current name nothing about this class is particular to the
Graphics window, so renaming it to ConfigChoice better reflects its
purpose. This should also make it less confusing when ConfigChoices are
eventually added to the other config windows.
QApplication should parse and remove and args it recognizes
before dolphin starts inspecting the args.
This allows using e.g. -style <style> on the commandline.
PR #11183 regressed the lookup table reconstruction and, for some reason, added an else clause that clobbered the dCache whenever dCache emulation is turned on.
GraphicsBool is used by the panes in the Graphics config window to
create checkboxes that change their associated config setting, and
update their own state when something else changes the config setting.
Despite its current name nothing about this class is particular to the
Graphics window, so renaming it to ConfigBool better reflects its
purpose. This should also make it less confusing when ConfigBools are
eventually added to the other config windows.
In older versions of Dolphin GraphicsBoolEx was used to create a pair of
radio buttons selecting one of Virtual XFB and Real XFB, but this was
removed with the introduction of Hybrid XFB in 65cd085f.
In the meantime GraphicsRadioInt was introduced to allow for Graphics
radio buttons with multiple options, so GraphicsBoolEx is now redundant.
Previously this was using the default deleter (which just calls delete
on the pointer), which is incorrect, since the ENetHost instance is
allocated through ENet's C API, so we need to use its functions to
deallocate the host instead.
Before, any call of Settings::SetDebugModeEnabled(true) would show it. This means that if the debugging UI is enabled, but the user manually closed the code widget, then toggling any option on the interface pane (such as "Pause on Focus Loss") would cause the code widget to reappear. Additionally, closing and reopening dolphin did not call SetDebugModeEnabled, so the code widget did not reappear in that case (it only appeared after touching the interface pane). This is a bit silly, so now only enabling the debugger does it.
This also somewhat resolves an inconsistency introduced by the previous commit: prior to it, --debugger would call SetDebugModeEnabled(true) and thus show the code pane; after these commits, it does not, as it acts like a config change. This is a behavior difference, but not a particularly important one.
Before, Settings::SetDebugModeEnabled was used; this calls SetBaseOrCurrent() which will usually permanently change the base configuration setting for the debugger to true. Thus, the debugger would remain active even if the --debugger command line option was removed. Now, it remains active only for the current run, like other command-line options.
Note that SetBaseOrCurrent is also used by the "Show Debugging UI" option under Options -> Interface; this means that if the debugger is turned off (or off and then back on) by the user while --debugger is specified, this will be reset to whatever the base configuration had when Dolphin is closed and reopened. This behavior is consistent with the rest of the UI.
To my understanding, the --debugger option is something from 5.0 stable/DolphinWx where there was no way to toggle the debug UI in the settings (and the command-line option was the only way of enabling it). It's less useful nowadays.
This isn't used anywhere and not really a generic utility, so we can get
rid of it.
This also lets us remove MathUtil.cpp, since this was the only thing
within that file.
RetroAchievements Rich Presence is a script that is run periodically on a game's memory to provide a detailed text description of what the player is doing. Existing Discord presence on Dolphin would update a player's Discord status to say not just that they are using Dolphin but that they are playing, for example, Sonic Adventure 2 Battle; Rich Presence would detail that the player is in City Escape with 5 lives and 142 rings.
Activating this in the runtime simply entails loading that text script, as returned by the FetchGameData API call, into the runtime, here only determined by whether rich presence is enabled in the achievement settings. Deactivating this is done via the same rcheevos method by setting the rich presence to an empty string.
This activates or deactivates leaderboards in the rcheevos runtime similarly to achievements. The logic is much more straightforward - all leaderboards are active together; there is nothing requiring some leaderboards to be active while others are unactive, and even a leaderboard that has been submitted to in this session is still active to be submitted to again. The only criteria are that leaderboards must be enabled in the settings, and hardcore mode must be on, the latter of which is false until a future PR.
LoadUnlockData and ActivateDeactivateAchievements are the public API components responding to the FetchUnlocks and A/DAchievement (singular) private methods.
LoadUnlockData is asynchronous and performs both a hardcore and a softcore unlock call, updating the unlock map and the active status of any achievements returned from these calls.
ActivateDeactivateAchievements calls ActivateDeactivateAchievement on every achievement ID found in m_game_data, initializing the unlock map for each ID if not already found.
Both of these are currently called in LoadGameByFilenameAsync once the game has been loaded properly. There's a lock around this, to ensure that the unlock map is initialized properly by ActivateDeactivate Achievements before FetchUnlockData makes modifications to it without stalling the async portions of FetchUnlockData.
FetchUnlockData is an API call to RetroAchievements that downloads a list of achievement IDs for a game that the user has already unlocked and published to the site. It accepts a parameter for whether or not hardcore or softcore achievements are being requested, so that must be provided as well. Once it has the requested list on hand, it updates each achievement's status in the unlock map and will activate or deactivate achievements as necessary.
ActivateDeactivateAchievement is passed an Achievement ID as returned from the FetchGameData API call and determines whether to activate it, deactivate it, or leave it where it is based on its current known state and what settings are enabled.
Activating or deactivating an achievement entails calling a method provided by rcheevos that performs this on the rcheevos runtime. Activating an achievement loads its memory signature into the runtime; now the runtime will process the achievement each time the rc_runtime_do_frame function is called (this will be in a future PR) to determine when the achievement's requirements are met. Deactivating an achievement unloads it from the runtime.
The specific logic to determine whether an achievement is active operates over many fields but is documented in detail inside the function. There are multiple settings flags for which achievements are enabled (one flag for all achievements, an "unofficial" flag for enabling achievements marked as unofficial i.e. those that have logic on the site but have not yet been officially approved, and an "encore" flag that enables achievements the player has already unlocked) and this function also evaluates whether the achievement has been unlocked in hardcore mode or softcore mode (though currently every reference to the current hardcore mode state is hardcoded as false).
XInput2 was created to support multiple pointer/keyboard pairs (often
called MPX for multi-pointer X). Dolphin's XInput2 implementation has
always supported MPX by creating a KeyboardMouse object per master
pointer. Since commit bbb12a7, Dolphin's keyboard state is filtered by
the output of XQueryKeymap. As a core X function, XQueryKeymap queries
"the" keyboard, which by default is the first master keyboard. As a
result, Dolphin will ignore keys pressed on other master keyboards
unless the first master is simultaneously pressing the same keys.
XInput2 doesn't provide a function to query the keyboard state. There
is no XIQueryKeymap and the current state is not a member of the
XIKeyClassInfo returned by XIQueryDevice. Instead, XInput2 allows a
master pointer to be nominated as "the" pointer on a per-client basis,
with "the" keyboard automatically becoming the associated master
keyboard. The "documentation" [1] says passing None for the window is
only for debugging purposes, but it is documented in the
XISetClientPointer man page and seems to be the only way to query
keyboards beyond the first.
With this commit, Dolphin correctly reads keys from keyboards other than
the first master keyboard. To test, use the xinput command-line utility
to create a master pointer and reattach a keyboard to the associated
master keyboard.
[1]: https://who-t.blogspot.com/2009/07/xi2-recipes-part-6.html
(the XInput2 developer's blog)
LoadGameByFilenameAsync sets up a volume reader and hashes the volume, then uses that hash to make the three consecutive API requests to resolve hash, start session and load game data.
CloseGame resets the m_is_game_loaded flag, wipes the queue, and destroys all the game data responses.
FetchGameData is the big one - this retrieves the logic for all the achievements, leaderboards, and rich presence, and all the relevant metadata for the game.
Added a call to the RetroAchievements Start Session API to AchievementManager. This is primarily for client-side activation, so it doesn't return much of value, aside from its success/error information, but I'm storing the return structure in case this changes in the future.
Added the ResolveHash method to AchievementManager. This is a blocking function to send a hash string to the RetroAchievements server to verify it and get a game ID back.
This was previously copying each pair out of the vector returned by
GetInterfaceListInternal() when we just need to emplace the first entry
of each pair.