Netplay: Fix possible Wii save restore race condition between Netplay and CPU threads on game shutdown by making the Wii Save Sync data part of the BootParameters.
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
I haven't fully confirmed why the previous commit broke this,
but I imagine it's due to AfterDirectoryInitializationRunner
executing in a different order than before, resulting in
startRescan running before startLoad.
This decreases our APK size by a few megabytes. Most of the reduction
is from Java libraries that we only use small parts of. Code shrinking
gets rid of all the unused code from these libraries from the APK.
Because I highly value the ability to get stack traces that make
sense, I have specifically disabled obfuscation (automatic renaming
of symbols to short incomprehensible names).
I've only enabled code shrinking for release builds, purely because
I feel like the extra build time (30 seconds on my machine)
would be annoying when you want to make debug builds rapidly.
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>
Specifically, when using Manual Texture Sampling, if textures sizes don't match the size the game specifies, things previously broke. That can happen with custom textures, and also with scaled EFB copies at non-native IRs. It breaks most obviously by not scaling the texture coordinates (so only part of the texture shows up), but the hardware wrapping functionality also assumes texture sizes are a power of 2 (or else it will behave weirdly in a way that matches how hardware behaves weirdly). The fix is to provide alternative texture wrapping logic when custom texture sizes are possible.
Note that both GLSL and HLSL provide a fwidth (fragment width) function defined as `fwidth(p) = abs(dFdx(p)) + abs(dFdy(p))`. However, it's easy enough to implement this ourselves (and it makes the code a bit more obvious).
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
Gets rid some uses of the deprecated LocalBroadcastManager.
One note about the changes in GameFileCacheManager itself:
The change from compareAndSet to getValue followed by
setValue is actually safe, because startLoad and startRescan
only run from the main thread, and only the main thread ever
sets the flags to true. So it's impossible for any other thread
to change the flag in between the getValue and the setValue.
The past few Android releases have been adding restrictions
to what services are allowed to do, for the sake of stopping
services from using up too much battery in the background.
The IntentService class, which GameFileCacheService uses,
was even deprecated in Android 11 in light of this.
Typically, the reason why you would want use a service instead of
using a simple thread or some other concurrency mechanism from the
Java standard library is if you want to be able to run code in the
background while the user isn't using your app. This isn't actually
something we care about for GameFileCacheService -- if Android wants
to kill Dolphin there's no reason to keep GameFileCacheService
running -- so let's make it not be a service.
I'm changing this mainly for the sake of future proofing, but there
is one immediate (minor) benefit: Previously, if you tried to launch
Dolphin from Android Studio while your phone was locked, the whole
app would fail to launch because launching GameFileCacheService
wasn't allowed because Dolphin wasn't considered a foreground app.
These messages apply to the User directory regardless of
whether it's global or local, so we shouldn't specify "global".
Also changing "directory" to "folder", just for consistency
with "GC folder" in the same sentence.
This should make C++20 and std::filesystem work. (Not that
we really can use std::filesystem much on Android since
it doesn't work with scoped storage...)
We implement this by first rounding to nearest integer using the current
rouding mode, then converting this value from floating point to an integral
value.
Prefer using eax to isolate the sign bit. This saves a byte when the
destination ends up as r8-15, because those require a REX prefix.
Before:
41 8B C5 mov eax,r13d
41 C1 ED 1F shr r13d,1Fh
44 03 E8 add r13d,eax
41 D1 FD sar r13d,1
After:
41 8B C5 mov eax,r13d
C1 E8 1F shr eax,1Fh
44 03 E8 add r13d,eax
41 D1 FD sar r13d,1
This function was deprecated in ffmpeg in January[1], while its
replacement got introduced in 2015[2], so now might be the time to start
using it in Dolphin. :)
[1] f7db77bd87
[2] a9a6010637
This moves the only direct call to zlib’s crc32() into its own
translation unit, but that operation is cold enough that this won’t
matter in the slightest. crc32_z() would be more appropriate, but
Android has an older zlib version…
This was originally intended to fix https://bugs.dolphin-emu.org/issues/12717 but this ended up not being the issue (instead it seems like files just weren't recompiled when imgui was updated due to MSVC weirdness). Still, using brackets instead of quotes is preferable as this is a library include.