In the code view, it would never say r1 or r2, but rather sp (stack pointer) and rtoc (register of the table of content) respectively. In the register view, all it says is the register number. This is an inconvenience considering it might not be obvious which register belongs to which of these terms.
Also make r13 named the "sda" for small data area with the same convention as above.
This is done to remove confusions among potential debugger users and to also make it more accurately tell what this feature is actually doing. Despite being true that it is using a memcheck (and it certianly checks that memory), the idea being to break on a memory access isn't really obvious especially considering that memchecks are also used in full MMU emulation to handle exceptions. It also doesn't help that memchecks are now supported in every builds.
It also changes the corresponding log because this log would be wanted by the user which means it should be more obvious that it was caused by the "memory breakpoint".
Using cmake and GCC, logs would contain the full file path when logging making logs lines unnecessarily long. This is solved by just removing anything before "/Source/Core/" (where / is whatever your OS uses to separated directory).
This fixes an issue where the Bluetooth info section could be fully
filled up by syncing 5 Wiimotes in passthrough mode then switching to
emulated Bluetooth; emulated Wiimotes were then unable to be used.
The "real" SYSCONF section is now backed up before being replaced with
a blank section that the emulated BT adapter can always fill with 5
Wiimotes without issues.
This backup is restored by the passthrough code, instead of during
the Bluetooth mode switch because this should be done regardless of the
user interface, and even without UI (if the config file is edited
manually).
When standby mode is enabled, this causes games to ES_Launch the system
menu instead of directly asking IOS (the STM more precisely) to shut
down, which prevents graceful shutdown from working
(it'll appear to hang).
Dolphin never supported WC24 standby mode anyway, so this shouldn't
cause any issues. (This should be reverted if and when WC24 standby is
implemented…)
It was never used, even when the code tried to make sure it was initialised and passed correctly. This is a supplementary fix for the memCheck dialog as this option will now work correctly.
This changes GetSymbolFromName to not require the passed name to
completely match with the symbol name. Instead, we now match
against the stripped symbol name (i.e. only the function name).
This fixes a regression introduced by #4160, which prevented
HLE::PatchFunctions() from working properly.
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.
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.
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.
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%]