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.
Being able to preserve the address register is useful for the
next commit, and W0 is the address register used for loads. Saving
the address register used for stores, W1, was already supported.
If a host register has been newly allocated for the destination
guest register, and the load triggers an exception, we must make
sure to not write the old value in the host register into ppcState.
This commit achieves this by not marking the register as dirty
until after the load is done.
Removed useless locks to DeviceContainer::m_devices_mutex, as they were all already protected by m_devices_population_mutex.
We have no interest in blocking other threads that were potentially reading devices at the same time so this seems fine.
This simplifies the code, and I've adjusted a few comments which mentioned possible deadlock that should now be totally gone.
The deadlock could have happen if a thread directly called EmulatedController::UpdateReferences(), while another another thread also reached EmulatedController::UpdateReferences() within a call to ControllerInterface::UpdateDevices(), as the mentioned function locked both the DeviceContainer::m_devices_mutex and s_get_state_mutex at the same time.
The deadlock was frequent on game emulation startup on Android, due to the UpdateReferences() call in InputConfig::LoadConfig() and the UI thread triggering calls to ControllerInterface::UpdateDevices().
It could also have happened on Desktop if a user pressed "Refresh Devices" manually in the UI while the input config was loading.
Also brought some UpdateReferences() comments and thread safety fixes from https://github.com/dolphin-emu/dolphin/pull/9489
This commit changes the default value of Fast Texture Sampling to true, and also moves the setting that controls it to the experimental section of the advanced tab. This is its own commit so that it can be easily reverted when we want to default to Manual Texture Sampling.
Co-authored-by: JosJuice <josjuice@gmail.com>