This is the same as PR #3991, but for MainNoGUI.
nogui/headless will shut down cleanly on SIGINT and SIGTERM, just like
it would when closing the render window.
The default signal handler will be restored after a first shutdown
signal so a second signal will exit Dolphin forcefully.
These functions don't actually depend on any state from the class
instance, so they don't really belong in the header, and are just
an implementation detail.
Fixes the issue on macOS where quitting Dolphin from the Dock causes a
crash report (https://bugs.dolphin-emu.org/issues/9794). I'm not
exactly sure why this works, but it feels right and it turns out to fix
the problem.
It didn't really made sense to disable 2 logs levels in releases builds while the level LDEBUG should really be where logs that would impact performance be. Info should be logs that report potentially usefull information and debug should report info that would only be usefull in debug context as they are called very often. To make this work, a lot of info log would have to be made debug log.
It also avoid inaccurate logs level done due to not using debug builds. While searching through the code, I saw a ton of logs that should have been info log, likely done to avoid using a debug build (which shouldn't happen considering the level debug exists anyway).
The whole idea is to have more meaningful logs in release builds while maintaining minimal performance loss from choosing the highest level. This could potentially help to diagnose issues or to know more about what the emulator is actually doing.
The next commit aims to sort the log levels for this purpose.
clang-format really *wants* the two empty lines to be removed;
otherwise, it will always flag MemoryUtil as needing formatting changes
which is an annoyance when it is used as a git filter driver.
clang-format really *wants* the two empty lines to be removed;
otherwise, it will always flag MemoryUtil as needing formatting changes
which is an annoyance when it is used as a git filter driver.
This adds a recenter control binding which allows recentering the
cursor when relative input is enabled.
(EnableSettingControl is renamed to avoid confusions.)
This makes the GUI show the settings that are loaded when the config
gets reloaded, instead of showing potentially outdated settings that
are not applied.
This adds an option to enable relative input for the Wiimote IR
as described in issue 9014.
Enabling it will result in the pointer not going back to the centre
and the inputs will control the direction, not the absolute position.
Also adds a Dead Zone setting which is really needed when relative
input is enabled to prevent the cursor from slowly drifting on
most controllers. (Note: the Deadzone setting has no effect when
relative input is disabled)
Call Advance at the start of each timing slice instead of the end.
Possibly fixed a bug where a slice would randomly branch straight
back to Advance() because the flags were not set to the right
values before branching to the dispatcher entrypoint.
This fix a double break bug when hitting a memcheck and hitting play on the same instruction it broke to earlier. The state is put back to CPU_RUNNING after.
Doing this forces the window to be drawn before reparenting it. It fixes the possibility of creating an empty floating window if the selected tab wasn't corespoinding to the window.
There might be a better way to highlight the options when adding the memory check, but for now, this works and the breakpoint list reports the right settings anyway.
These are needed for the next commit. I had to modify the implementation of the DSP one too, but since it basically isn`t used, I don`t think it matters much. These options only matters when adding one.
It wouldn't impact performance until at least one memcheck is enabled. Because of this, it can be used in release builds without much impact, the only thing that woudl change is the use of HasAny method instead of preprocessor conditionals. Since the perforamnce decrease comes right when the first memcheck is added and restored when the last is removed, it basically is all beneficial and works the same way.
All formatting are individual per registers and they all have one option to go back to their original hexadecimal form.
- GPR: signed integer, unsigned integer, float
- FPR: double
Also happened to come accross an issue where editing the PFR would ignore the higher 32 bits of the new value, this had to be fixed for the format to work.
The min-heap provides no ordering when the key is the same on 2
nodes. Disambiguate identical times by tracking the order items
were added into the queue.
Some games will set q to a different value than 1.0 through
texture matrix manipulations. It seems the console will still
do the division in that case.
This removes a Dolphin-specific patch to the wxWidgets3 code
for the following reasons:
* Calling wxWindowGTK::DoSetSize on a top-level window can end up
calling wxTopLevelWindowGTK::DoMoveWindow, which triggers an assert
because it is not supposed to be called for a top-level wxWindow.
* We should not be patching the wxWidgets code because that means the
toolbars will still be broken if someone builds without using the
WX that is in our Externals.
Instead, we now use a derived class for wxAuiToolBar and override
DoSetSize() to remove the problematic behaviour to get the same effect
(fixing toolbars) but without changing Externals code and without
causing asserts and other issues.
Now that our timings are much more accurate it doesn't look like we
need it anymore. And the instant ARAM DMA mode + scheduling fixes
ctually breaks ATV: Quad Power Racing 2 (causing all sorts of werid
bugs).
Fundamentally, all this does is enforce the invariant that we always
translate effective addresses based on the current BAT registers and
page table before we do anything else with them.
This change can be logically divided into three parts. The first part is
creating a table to represent the current BAT state, and keeping it up to
date (PowerPC::IBATUpdated, PowerPC::DBATUpdated, etc.). This does
nothing by itself, but it's necessary for the other parts.
The second part (mostly in MMU.cpp) is simply removing all the hardcoded
checks for specific untranslated addresses, and consistently translating
addresses using the current BAT configuration. Very straightforward, but a
lot of code changes because we hardcoded assumptions all over the place.
The third part (mostly in Memmap.cpp) is making the fastmem arena reflect
the current BAT configuration. We do this by redoing the mapping (calling
memmap()) based on the BAT table whenever it changes.
One additional minor change is that translation can fail in two ways:
either the segment is a direct store segment, or page table lookup failed.
The difference doesn't usually matter, but the difference affects cache
instructions, like dcbz.
For step over, it was updating twice which actually made the red display on the register view (when a register changes since) malfunction. Since it doesn't seem to be usefull to update before AND after the run, the one before the run was removed.
For step out, well, because there was no chances given for the thread to run as it is single stepping all the time, I only added a call to update after it was done.
Init cannot be called more than once because it registers the
CoreTiming callbacks, that trips the assertions and will cause
anyone with PanicAlerts disabled to crash.
CoreTiming gets restored before ExpansionInterface so CoreTiming
events need to already be registered before the save state loading
begins. This means that the callbacks must be registered
unconditionally instead of on-demand.
Replace adhoc linked list with a priority heap. Performance
characteristics are mostly the same, but is more cache friendly.
[Priority Queues have O(log n) push/pop compared to the linked
list's O(n) push/O(1) pop but the queue is not big enough for
that to matter, so linear is faster over linked. Very slight gains
when framelimit is unlimited (Wind Waker), 1900% -> 1950%]
Some compilers don't have an automatic abs() overload for floats.
Doesn't really matter if they use the integer variant here, but
it's better to be explicit about the fact that we're using floats.
Dolphin no longer lowers itself below the top window when opening.
Dolphin no longer draws garbage lines all over the game list.
Use the correct platform macros so Dolphin can actually find the
translation catalogs on Unix.
Both those in the code window and the ones that appears when the user select edit perpective. The one that isn't fixed by this is in edit perspective mode, when the user drags a panel out and it becomes a floating window.
When n was a multiple of 4, the old implementation would overwrite
the following register with 0.
This was causing Not64 to crash.
Thanks to Extrems for spotting this.
DVDInterface shouldn't need to know anything about
the DTM format's 40-character limitation.
Also replacing "filename" in variable names with "path"
to make it clearer which variables contain the whole path
and which ones only contain the filename.
memory check
Also fix an oddity in the case when the last memory check is deleted,
the jit cache was supposed to be cleared in that case, but it was out of
the for loop that finds the one to delete so it was never run.
Naturally, the same fix for the adding the first memory check was
applied.