Commit Graph

29134 Commits

Author SHA1 Message Date
JosJuice 31780a6059
Merge pull request #9399 from lioncash/fallthrough
JitArm64_LoadStore: Explicitly annotate switch fallthrough cases
2020-12-30 20:59:38 +01:00
Lioncash fa63367738 JitArm64_LoadStore: Explicitly annotate switch fallthrough cases
Makes it explicit that these are intentional. Also prevents compiler
warnings.
2020-12-30 14:41:37 -05:00
Lioncash fabf79e09a JitArm64_RegCache: Make RegType enum an enum class
Avoids polluting the namespace and makes the members of the enumeration
strongly typed.
2020-12-30 10:37:16 -05:00
Lioncash 4ff597cf21 JitArm64_RegCache: Mark several member functions as const
Many of these don't modify member state, so they can be marked as const.
2020-12-30 09:52:30 -05:00
Lioncash e9aaa46c2f JitArm64_RegCache: Mark register constants as constexpr
Also moves comments to make for less wonky formatting.
2020-12-30 09:44:49 -05:00
Lioncash e2bb9fd147 JitArm64_RegCache: Mark HostReg operator== as const
Also provides operator!= for logical symmetry.

We can also take the arguments by value, as the arguments are trivially
copyable enum values which fit nicely into registers already.
2020-12-30 09:42:29 -05:00
Lioncash e7538b10c6 JitArm64_RegCache: In-class initialize member variables where applicable
Same behavior, but in-place initializes all values and makes it visually
explicit at the declaration site.
2020-12-30 09:32:24 -05:00
Lioncash fe54226575 JitArm64_RegCache: Make FlushMode an enum class
Prevents namespace pollution and makes the enum members strongly typed.
This also mirrors the x64 variant as well.
2020-12-30 09:26:29 -05:00
JosJuice c1d041b888
Merge pull request #9318 from JosJuice/android-saf-games
Android: Use storage access framework for game list
2020-12-30 11:10:35 +01:00
smurf3tte c2da12ca75 DSP: Fix write masks on AUDIO_*/AR_* MMIO registers
https://bugs.dolphin-emu.org/issues/6749

This change fixes the scratchy audio in Teenage Mutant Ninja Turtles (SX7E52/SX7P52). The game starts an audio interface DMA with an unaligned address, and because Dolphin was not masking off the low 5 bits of AUDIO_DMA_START_LO, all future AI DMAs were misaligned. To understand why, it is instructive to refer to AUDIO_InitDMA() in libogc, which behaves the same as the official SDK:

_dspReg[25] = (_dspReg[25]&~0xffe0)|(startaddr&0xffff);

The implementation does not mask off the low bits of the passed in value before it ORs them with low bits of the current register value. Therefore, if they are not masked off by the hardware itself, they become permanently stuck once set.

Adding a write mask for AUDIO_DMA_START_LO is enough to fix the bug in TMNT, but I decided to run some tests on GC and Wii to find the correct write masks for the surrounding registers, as only a couple were already being masked. Dolphin has gotten away with not masking the rest because many are already A) masked on read (or never read) by the SDK and/or B) masked on use (or never used) in Dolphin.

This leaves just three registers where the difference may be observable: AR_DMA_CNT_H and AUDIO_DMA_START_HI/LO.
2020-12-30 01:34:48 -08:00
Léo Lam 8a3b14d7dc
Merge pull request #9391 from lioncash/find-str
IOS: Allow for heterogenous name lookup
2020-12-30 01:47:01 +01:00
Lioncash 0e91470828 IOS: Make use of insert_or_assign with AddDevice()
operator[] performs a default construction if an object at the given key
doesn't exist before overwriting it with the one we provide in operator=

insert_or_assign performs optimal insertion by avoiding the default
construction if an entry doesn't exist.

Not a game changer, but it is essentially a "free" change.
2020-12-29 19:32:18 -05:00
Lioncash ba0540b9c5 IOS: Allow for heterogenous name lookup
Allows lookups to be done with std::string_view or any other string
type. This allows for non-allocating strings to be used with the name
lookup without needing to construct a std::string.
2020-12-29 19:32:14 -05:00
Léo Lam 806a4f3a9a
Merge pull request #9393 from lioncash/sysconf
SysConf: Make use of std::string_view
2020-12-30 01:22:39 +01:00
Lioncash 1bbfde62d1 SysConf: std::move name in Entry constructor
Allows code to move into the constructor, avoiding copies entirely.
2020-12-29 19:09:57 -05:00
Lioncash 05094ab51f SysConf: Return emplaced reference from AddEntry()
Allows GetOrAddEntry() to be implemented in a manner that doesn't result
in a redundant lookup in the event an addition needs to be made.
2020-12-29 19:08:30 -05:00
Lioncash 74224c94a7 SysConf: Make use of std::string_view
We can allow strings to be used with the SysConf interface in
potentially non-allocating manners.
2020-12-29 19:08:25 -05:00
MerryMage d3ca5d812b Jit_Integer: Use SHLX, SHRX, SARX 2020-12-29 23:51:54 +00:00
Lioncash e527b69d54 Core: Use C++17 deduction guides with locked recursive mutexes
Cleans up some locks that explicitly specify the recursive mutex type in
it. Meant to be included with the previous commit that cleaned out
regular mutexes, but I forgot.
2020-12-29 18:31:31 -05:00
smurf3tte f4c579e720 Fix bad memory references in NewPatchDialog
This code was storing references to patch entries which could move around in memory if a patch was erased from the middle of a vector or if the vector itself was reallocated. Instead, NewPatchDialog maintains a separate copy of the patch entries which are committed back to the patch if the user accepts the changes.
2020-12-29 14:31:05 -08:00
smurf3tte f3b8a985e7 Patches for Resident Evil 2/3 audio issues
These games are erroneously zeroing buffers before they can be fully copied to ARAM by DMA. The responsible memset() calls are followed by a call to DVDRead() which issues dcbi instructions that effectively cancel the memset() on real hardware. Because Dolphin lacks dcache emulation, the effects of the memset() calls are observed, which causes missing audio.

In a comment on the original bug, phire noted that the issue can be corrected by simply nop'ing out the offending memset() calls. Because the games dynamically load different .rel executables based on the character and/or language, the addresses of these calls can vary.

To deal generally with the problem of code being dynamically loaded to fixed, known addresses, the patch engine is extended to support conditional patches which require a match against a known value. This sort of thing is already achievable with Action Replay/Gecko codes, but their use depends on enabling cheats globally in Dolphin, which is not a prerequisite shared by patches.

Patches are included for every region, character, and language combination. They are enabled by default.

The end result is an approximation of the games' behavior on real hardware without the associated complexity of proper dcache emulation.

https://bugs.dolphin-emu.org/issues/9840
2020-12-29 14:24:46 -08:00
Léo Lam 3b2e31230f
Merge pull request #9386 from leoetlino/config-cache-invalidate
Config: Fix cache not being invalidated when callbacks are suppressed
2020-12-29 22:22:15 +01:00
Jordan Woyak 92de0431a2
Merge pull request #9389 from lioncash/deduction
Core: Make use of C++17 deduction guides with locks
2020-12-29 15:18:45 -06:00
Léo Lam 9ffd345df0
Config: Fix cache not being invalidated when callbacks are suppressed
The config version should always be incremented whenever config is
changed, regardless of callbacks being suppressed or not.
Otherwise, getters can return stale data until another config change
(with callbacks enabled) happens.
2020-12-29 22:07:47 +01:00
Lioncash a8b0661fb0 Core: Make use of C++17 deduction guides with locks
C++17 allows omitting the mutex type, which makes for both less reading
and more flexibility (e.g. The mutex type can change and all occurrences
don't need to be updated).
2020-12-29 16:06:17 -05:00
Lioncash f4e1f48b4f DSPCore: Make IRAM CRC and step counter private
We can construct an API around these two members to allow them to be
private.
2020-12-29 14:32:11 -05:00
Lioncash 5fb1f0bfd3 DSPCore: Make ifx registers private
These aren't used externally, so they can be made private.
2020-12-29 14:22:39 -05:00
Lioncash e3de37e47b DSPCore: Make the accelerator private
This is only used internally.
2020-12-29 14:15:04 -05:00
Lioncash e1f41bab1c DSP: Make mailboxes use std::array
Makes the array strongly typed and prevents pointer decay. This also
allows for tuning bounds checks with various implementations.
2020-12-29 12:27:56 -05:00
Lioncash f9d8d06037 DSP: Make mailboxes private
These aren't used externally anywhere and can be made private.
2020-12-29 12:27:40 -05:00
Lioncash 024e983c3a DSP: Make Mailbox enum strongly typed
Avoids implicit conversions and also prevents dumping identifiers into
the current namespace.
2020-12-29 12:20:00 -05:00
Léo Lam ee048ad83c
Merge pull request #9377 from lioncash/analyzer
DSPAnalyzer: Migrate off file-scope state
2020-12-29 18:04:54 +01:00
Léo Lam 5ff2cb9a74
Merge pull request #9383 from lioncash/cr-fn
DSP: Eliminate some magic values related to the CR register
2020-12-29 17:37:24 +01:00
Léo Lam 15d4ddf5da
Merge pull request #9379 from Pokechu22/audio-latency-disable
Fix latency field being initially enabled on audio backends not supporting it
2020-12-29 17:28:10 +01:00
Léo Lam 5e186f4830
Merge pull request #9382 from lioncash/precise
DSPCore: Move PRECISE_BACKLOG define to the interpreter code
2020-12-29 17:17:59 +01:00
Léo Lam f21e1d1859
Merge pull request #9381 from JosJuice/fix-core-filters
Fix Core.vcxproj.filters
2020-12-29 17:16:56 +01:00
Lioncash 359fe0d8c3 DSPCore: Move PRECISE_BACKLOG define to the interpreter code
The only usages of this define are within this source file.
2020-12-29 09:50:40 -05:00
Lioncash 64f93610ee DSP: Eliminate some magic values related to the CR register
Makes some values more immediately readable.
2020-12-29 09:43:04 -05:00
JosJuice 732887ec85 Fix Core.vcxproj.filters
Without this, Visual Studio will try to fix the problem on
its own any time the file is changed.
2020-12-29 13:50:37 +01:00
Pokechu22 147636986d Fix latency field being initially enabled on audio backends not supporting it 2020-12-28 17:06:02 -08:00
JosJuice d78277c063 Android: Add specialized content provider implementation of DoFileSearch 2020-12-28 21:00:10 +01:00
Lioncash 8aecaf784c DSPAnalyzer: Separate instruction searching and idle skip finding
Places them into their own function to keep their functionality isolated
and self-documenting.
2020-12-28 13:15:48 -05:00
Lioncash cc512a7524 DSPAnalyzer: Break tight coupling to SDSP
Allows the analyzer to exist independently of the DSP structure. This
allows for unit-tests to be created in a nicer manner.

SDSP is only necessary during the analysis phase, so we only need to
keep a reference around to it then as opposed to the entire lifecycle of
the analyzer.

This also allows the copy/move assignment operators to be defaulted, as
a reference member variable prevents that.
2020-12-28 13:15:48 -05:00
Lioncash f9c488f0d9 DSPAnalyzer: Merge Analyzer namespace into DSP namespace
Now that the Analyzer class fully encapsulates all analyzer state, the
namespace is no longer necessary.
2020-12-28 13:15:48 -05:00
Lioncash 9d1c8fe492 DSPAnalyzer: Make CodeFlags private to the analyzer
Now that we have the convenience functions around the flag
bit manipulations, there's no external usages of the flags, so we can
make these private to the analyzer implementation.

Now the Analyzer namespace is largely unnecessary and can be merged with
the DSP namespace in the next commit.
2020-12-28 13:15:48 -05:00
Lioncash 2ff4d04785 DSPAnalyzer: Add convenience functions over bit tests
Makes it harder to accidentally misuse and increases readability.
2020-12-28 13:15:45 -05:00
JosJuice 01b964b01a Android: Don't consider .dff files valid for game list 2020-12-28 18:53:20 +01:00
JosJuice 73855168f3 Android: Show a message when adding a folder with no games
To catch people who try to use unsupported formats.
2020-12-28 18:53:18 +01:00
Lioncash 5756ece7ce DSPAnalyzer: Implement DSP analyzer skeleton and use it
Attempts to simply make use of the interface. Cleanup will follow in
subsequent commits to make for nicer review.
2020-12-28 11:37:29 -05:00
Lioncash 8f4c6ad7b1 DSPAnalyzer: Add basic class skeleton
Adds the non-functional skeleton for the to-be Analyzer interface with
deglobalized components.
2020-12-28 10:47:12 -05:00
Léo Lam 9b3cdd0645
IOS/WD: Report game quirk if unimplemented ioctl is used
Lets us find games to test more easily.
2020-12-28 16:15:17 +01:00
Léo Lam 9a87d27612
IOS/WD: Implement more parts of the interface
This commit implements the following commands:

* open
* close
* GetMode
* SetLinkState (used to actually trigger scanning)
* GetLinkState (used to check if the driver is in the expected state)
* GetInfo
* RecvFrame and RecvNotification (stubbed)
* Disassociate (stubbed)

GetInfo was already implemented, but the structure wasn't initialized
correctly so the info was being rejected by official titles.
That has also been fixed in this commit.

Some of the checks may seem unimportant but official titles actually
require WD to return error codes... Failing to do so can cause hangs
and softlocks when DS communications are shut down.

This minimal implementation is enough to satisfy the Mii channel
and all other DS games, except Tales of Graces (https://dolp.in/i11977)
which still softlocks because it probably requires us to actually
feed it frame data.
2020-12-28 16:15:17 +01:00
Léo Lam dcbe81b880
IOS: Simplify usage of GetVector
By making GetVector return nullptr for invalid indices, we don't have
to check the total number of vectors all the time before calling
GetVector.
2020-12-28 16:12:04 +01:00
Léo Lam 4fea832f49
IOS/NCD: Implement Lock/Unlock more accurately
NCD returns an error if it receives a request to lock the driver
when it is already locked.

Emulating this may seem pointless, but it turns out PPC-side code
expects NCD to return an error and will immediately fail and stop
initialising wireless stuff if NCD succeeds.
2020-12-28 16:12:04 +01:00
Léo Lam 3f68aceaca
Merge pull request #9348 from lioncash/dsp-deglobal
DSP: Eliminate most global state
2020-12-28 15:48:11 +01:00
iWeaker4you a636fcf230
BitUtils: Fix uint64_t gcc compile (Linux) 2020-12-28 11:50:57 +01:00
LC 28a666a35f
Merge pull request #9363 from MerryMage/rorx
Jit_Integer: Use RORX where possible
2020-12-27 22:25:03 -05:00
LC 4b24215efb
Merge pull request #9371 from MerryMage/rlwinmx-BEXTR
Jit_Integer: rlwinmx: Use BEXTR where possible
2020-12-27 22:24:17 -05:00
LC fcd86e9b21
Merge pull request #9370 from MerryMage/rlwinmx
Jit_Integer: rlwinmx: Generalize byte/word extract plus shift case
2020-12-27 22:23:18 -05:00
LC d06d59e9c2
Merge pull request #9262 from Sintendo/jit64imm
Jit64: More constant propagation optimizations
2020-12-27 22:21:25 -05:00
MerryMage e415580f54 Jit_Integer: Use Common::CountLeadingZeros in cntlzwx 2020-12-28 01:08:50 +00:00
MerryMage 7e9824611e Interpreter_Integer: Use Common::CountLeadingZeros in cntlzwx 2020-12-28 01:08:50 +00:00
MerryMage d695fcb126 BitUtils: Add CountLeadingZeros 2020-12-27 22:56:43 +00:00
Léo Lam 4705af59c6
Merge pull request #9355 from JosJuice/perfmon
Call UpdatePerformanceMonitor when needed
2020-12-27 16:13:36 +01:00
MerryMage 73b6166f18 Jit_Integer: rlwinmx: Use BEXTR where possible 2020-12-27 15:08:45 +00:00
MerryMage 11643ee2f0 Jit_Integer: rlwinmx: Generalize byte/word extract plus shift case 2020-12-27 14:43:51 +00:00
LC 263784639b
Merge pull request #9368 from JosJuice/android-game-properties-one-settings
Android: Only have one settings entrypoint in game properties
2020-12-27 07:08:34 -05:00
JosJuice 7cf62fed59 Android: Only have one settings entrypoint in game properties
In 8c723d0, I intended to update the main activity, emulation
activity and game properties dialog, but I forgot to actually
update the game properties dialog. This commit fixes that.

The changes outside of GamePropertiesDialog.java are just
to hide the Wii controller settings for GameCube games.
2020-12-27 13:05:26 +01:00
JosJuice 74ba993b4a
Merge pull request #9364 from MerryMage/AndWithMask
Jit_Integer: Add trivial AndWithMask cases
2020-12-27 12:45:34 +01:00
Lioncash 5f65bad68c DSP: Migrate code that modifies m_dsp into SDSP itself
Localizes code that modifies m_dsp into the struct itself. This reduces
the overal coupling between DSPCore and SDSP by reducing access to its
member variables.

This commit is only code movement and has no functional changes.
2020-12-27 06:38:23 -05:00
Lioncash 7d1bd565a6 DSP: Eliminate most global state
An unfortunately large single commit that deglobalizes the DSP code.
(which I'm very sorry about).

This would have otherwise been extremely difficult to separate due to
extensive use of the globals in very coupling ways that would result in
more scaffolding to work around than is worth it.

Aside from the video code, I believe only the DSP code is the hairiest
to deal with in terms of globals, so I guess it's best to get this dealt
with right off the bat.

A summary of what this commit does:
  - Turns the DSPInterpreter into its own class
    This is the most involved portion of this change.
    The bulk of the changes are turning non-member functions into member
    functions that would be situated into the Interpreter class.

  - Eliminates all usages to globals within DSPCore.
    This generally involves turning a lot of non-member functions into
    member functions that are either situated within SDSP or DSPCore.

  - Discards DSPDebugInterface (it wasn't hooked up to anything,
    and for the sake of eliminating global state, I'd rather get rid of
    it than think up ways for this class to be integrated with
    everything else.

  - Readjusts the DSP JIT to handle calling out to member functions.
    In most cases, this just means wrapping respective member function
    calles into thunk functions.

Surprisingly, this doesn't even make use of the introduced System class.
It was possible all along to do this without it. We can house everything
within the DSPLLE class, which is quite nice =)
2020-12-27 06:38:02 -05:00
Léo Lam 2917af03ec
Merge pull request #9362 from iwubcode/freelook_fix_crash
VideoCommon: Fix crash that occurs on loading a fifo log when Free Look is enabled
2020-12-27 11:37:50 +01:00
MerryMage bea6a86893 Jit_Integer: Add trivial AndWithMask cases
Add cases to handle all one and all zero masks.
2020-12-27 00:18:06 +00:00
MerryMage 946e1b9054 Jit_Integer: Missed AndWithMask in rlwimix 2020-12-26 23:33:33 +00:00
iwubcode 16dc2fa379 VideoCommon: Fix crash that occurs on loading a fifo log due to uninitialized Free Look control type 2020-12-26 17:26:21 -06:00
MerryMage e1024fc6ba Jit_Integer: Use RORX where possible 2020-12-26 23:00:04 +00:00
JosJuice ce599f9f46
Merge pull request #9359 from leoetlino/gdbstub-on
Fix GDBStub build and build it by default
2020-12-26 12:02:36 +01:00
Léo Lam dcc313fd96
Merge pull request #9346 from Sintendo/jitarm64ub
JitArm64: Fix signed bitwise left shift UB
2020-12-26 11:56:33 +01:00
Léo Lam d2f9991b0f
Merge pull request #9360 from Minty-Meeo/osreport-split
Split OSREPORT logging type
2020-12-26 11:41:18 +01:00
Sintendo 67d2fa11f1 Jit64: srawx - Handle constant zero input
Shifting zero by any amount always gives zero.

Before:
41 B9 00 00 00 00    mov         r9d,0
41 8B CF             mov         ecx,r15d
49 C1 E1 20          shl         r9,20h
49 D3 F9             sar         r9,cl
49 C1 E9 20          shr         r9,20h

After:
Nothing, register is set to constant zero.

Before:
41 B8 00 00 00 00    mov         r8d,0
41 8B CF             mov         ecx,r15d
49 C1 E0 20          shl         r8,20h
49 D3 F8             sar         r8,cl
41 8B C0             mov         eax,r8d
49 C1 E8 20          shr         r8,20h
44 85 C0             test        eax,r8d
0F 95 45 58          setne       byte ptr [rbp+58h]

After:
C6 45 58 00          mov         byte ptr [rbp+58h],0

Occurs a bunch of times in Super Mario Sunshine. Since this is an
arithmetic shift a similar optimization can be done for constant -1
(0xFFFFFFFF), but I couldn't find any game where this happens.
2020-12-25 19:30:51 +01:00
Sintendo 10d65519f9 Jit64: slwx - Handle constant zero input
Shifting zero by any amount always gives zero.

Before:
41 BF 00 00 00 00    mov         r15d,0
8B CF                mov         ecx,edi
49 D3 E7             shl         r15,cl
45 8B FF             mov         r15d,r15d

After:
Nothing, register is set to constant zero.

All games I've tried hit this optimization on launch. In Soul Calibur II
it occurs very frequently during gameplay.
2020-12-25 19:30:51 +01:00
Sintendo 1a52fdf7e3 Jit64: rlwnmx - Optimize rotate by constant
Only removes the scratch register and a MOV, but hey.

Before:
B9 02 00 00 00       mov         ecx,2
41 8B F5             mov         esi,r13d
D3 C6                rol         esi,cl
83 E6 01             and         esi,1

After:
41 8B F5             mov         esi,r13d
C1 C6 02             rol         esi,2
83 E6 01             and         esi,1
2020-12-25 19:30:51 +01:00
Sintendo cb70d5ee4f Jit64: srawix - Handle constant input register
Much like we did for srawx. This was already implemented on JitArm64.

Before:
B8 00 00 00 00       mov         eax,0
8B F0                mov         esi,eax
C1 E8 1F             shr         eax,1Fh
23 C6                and         eax,esi
D1 FE                sar         esi,1
88 45 58             mov         byte ptr [rbp+58h],al

After:
C6 45 58 00          mov         byte ptr [rbp+58h],0
2020-12-25 19:30:51 +01:00
Sintendo 8ac40162da Jit64: srawx - Handle constant input registers
If both input registers hold known values at compile time, we can just
calculate the result on the spot.

Code has mostly been copied from JitArm64 where it had already been implemented.

Before:
BF FF FF FF FF       mov         edi,0FFFFFFFFh
8B C7                mov         eax,edi
C1 FF 10             sar         edi,10h
C1 E0 10             shl         eax,10h
85 F8                test        eax,edi
0F 95 45 58          setne       byte ptr [rbp+58h]

After:
C6 45 58 01          mov         byte ptr [rbp+58h],1
2020-12-25 19:30:51 +01:00
Sintendo b968120f8a Jit64: srawx - Optimize shift by constant
More efficient code can be generated if the shift amount is known at
compile time. We can once again take advantage of shifts with the shift
amount in an 8-bit immediate to eliminate ECX as a scratch register,
reducing register pressure and removing the occasional spill. We can
also do 32-bit shifts instead of 64-bit operations.

We recognize four distinct cases:

- The special case where we're dealing with the PowerPC's quirky shift
  amount masking. If the shift amount is a number from 32 to 63, all
  bits are shifted out and the result it either all zeroes or all ones.

Before:
B9 F0 FF FF FF       mov         ecx,0FFFFFFF0h
8B F7                mov         esi,edi
48 C1 E6 20          shl         rsi,20h
48 D3 FE             sar         rsi,cl
8B C6                mov         eax,esi
48 C1 EE 20          shr         rsi,20h
85 F0                test        eax,esi
0F 95 45 58          setne       byte ptr [rbp+58h]

After:
8B F7                mov         esi,edi
C1 FE 1F             sar         esi,1Fh
0F 95 45 58          setne       byte ptr [rbp+58h]

- The shift amount is zero. Not calculation needs to be done, just clear
  the carry flag.

Before:
B9 00 00 00 00       mov         ecx,0
49 C1 E5 20          shl         r13,20h
49 D3 FD             sar         r13,cl
41 8B C5             mov         eax,r13d
49 C1 ED 20          shr         r13,20h
44 85 E8             test        eax,r13d
0F 95 45 58          setne       byte ptr [rbp+58h]

After:
C6 45 58 00          mov         byte ptr [rbp+58h],0

- The carry flag doesn't need to be computed. Just do the arithmetic
  shift.

Before:
B9 02 00 00 00       mov         ecx,2
48 C1 E7 20          shl         rdi,20h
48 D3 FF             sar         rdi,cl
48 C1 EF 20          shr         rdi,20h

After:
C1 FF 02             sar         edi,2

- The carry flag must be computed. In addition to the arithmetic shift,
  we do a shift to the left and and them together to know if any ones
  were shifted out. It's still better than before, because we can do
  32-bit shifts.

Before:
B9 02 00 00 00       mov         ecx,2
49 C1 E5 20          shl         r13,20h
49 D3 FD             sar         r13,cl
41 8B C5             mov         eax,r13d
49 C1 ED 20          shr         r13,20h
44 85 E8             test        eax,r13d
0F 95 45 58          setne       byte ptr [rbp+58h]

After:
41 8B C5             mov         eax,r13d
41 C1 FD 02          sar         r13d,2
C1 E0 1E             shl         eax,1Eh
44 85 E8             test        eax,r13d
0F 95 45 58          setne       byte ptr [rbp+58h]
2020-12-25 19:30:51 +01:00
Sintendo 17dc870847 Jit64: slwx - Optimize shift by constant
More efficient code can be generated if the shift amount is known at
compile time. Similar optimizations were present in JitArm64 already,
but were missing in Jit64.

- By using an 8-bit immediate we can eliminate the need for ECX as a
  scratch register, thereby reducing register pressure and occasionally
  eliminating a spill.

Before:
B9 18 00 00 00       mov         ecx,18h
41 8B F7             mov         esi,r15d
48 D3 E6             shl         rsi,cl
8B F6                mov         esi,esi

After:
41 8B CF             mov         ecx,r15d
C1 E1 18             shl         ecx,18h

- PowerPC has strange shift amount masking behavior which is emulated
  using 64-bit shifts, even though we only care about a 32-bit result.
  If the shift amount is known, we can handle this special case
  separately, and use 32-bit shift instructions otherwise. We also no
  longer need to clear the upper 32 bits of the register.

Before:
BE F8 FF FF FF       mov         esi,0FFFFFFF8h
8B CE                mov         ecx,esi
41 8B F4             mov         esi,r12d
48 D3 E6             shl         rsi,cl
8B F6                mov         esi,esi

After:
Nothing, register is set to constant zero.

- A shift by zero becomes a simple MOV.

Before:
BE 00 00 00 00       mov         esi,0
8B CE                mov         ecx,esi
41 8B F3             mov         esi,r11d
48 D3 E6             shl         rsi,cl
8B F6                mov         esi,esi

After:
41 8B FB             mov         edi,r11d
2020-12-25 19:30:51 +01:00
Sintendo 17db359979 Jit64: srwx - Optimize shift by constant
More efficient code can be generated if the shift amount is known at
compile time. Similar optimizations were present in JitArm64 already,
but were missing in Jit64.

- By using an 8-bit immediate we can eliminate the need for ECX as a
  scratch register, thereby reducing register pressure and occasionally
  eliminating a spill.

Before:
B9 18 00 00 00       mov         ecx,18h
45 8B C1             mov         r8d,r9d
49 D3 E8             shr         r8,cl

After:
45 8B C1             mov         r8d,r9d
41 C1 E8 18          shr         r8d,18h

- PowerPC has strange shift amount masking behavior which is emulated
  using 64-bit shifts, even though we only care about a 32-bit result.
  If the shift amount is known, we can handle this special case
  separately, and use 32-bit shift instructions otherwise.

Before:
B9 F8 FF FF FF       mov         ecx,0FFFFFFF8h
45 8B C1             mov         r8d,r9d
49 D3 E8             shr         r8,cl

After:
Nothing, register is set to constant zero.

- A shift by zero becomes a simple MOV.

Before:
B9 00 00 00 00       mov         ecx,0
45 8B C1             mov         r8d,r9d
49 D3 E8             shr         r8,cl

After:
45 8B C1             mov         r8d,r9d
2020-12-25 19:30:51 +01:00
Sintendo 2e4e2ad1ff Jit64: subfic - Handle constants
Occurs surprisingly often. Prevents generating silly code like this:

BE 03 00 00 00       mov         esi,3
83 EE 08             sub         esi,8
0F 93 45 58          setae       byte ptr [rbp+58h]
2020-12-25 19:30:51 +01:00
Minty-Meeo b430d66cdc Split OSREPORT logging type
The enumerated LOG_TYPE "OSREPORT" is currently used in both EXI_DeviceIPL.cpp and HLE_OS.cpp.  In many games, the multitude of game functions detected by HLE_OS.cpp for OSREPORT logging results in poor log readability.  This Pull Request remedies that by adding a new enumerated LOG_TYPE "OSREPORT_HLE" for log usage in HLE_OS.cpp.

In the future, further changing how logging in HLE_OS.cpp works may be desirable.  As it is, game functions are detected that send a single character to the log.  This is a major source of poor readability.
2020-12-24 23:38:59 -06:00
Léo Lam ae187818f5
PowerPC: Fix GDBStub build 2020-12-25 01:15:31 +01:00
iwubcode c7b24d6213 VideoCommon: Update active config when we check for config changes, this ensures Free Look settings are copied at the start of the frame. Also update the camera's controller type at this time 2020-12-24 13:51:46 -06:00
iwubcode a893c25b01 Core: Refresh the Free Look configuration when Free Look is initialized, ensuring that the configuration updates appropriately with any changes 2020-12-24 13:49:25 -06:00
iwubcode b4c41adac4 Core: Only respond to Free Look controller buttons when the camera is active 2020-12-24 13:49:25 -06:00
iwubcode b9d9b27a81 DolphinQt: Only trigger Free Look mouse movement when the Free Look camera is active 2020-12-24 13:49:25 -06:00
iwubcode bcf63c463b VideoCommon: Add 'Active' state to FreelookCamera to future proof if we ever add multiple cameras 2020-12-24 13:49:25 -06:00
iwubcode a37fd8c5d9 VideoCommon: Update Free Look camera with settings change... 2020-12-24 13:49:25 -06:00
iwubcode 670f34af60 Core: Update state to account for save system change 2020-12-24 13:49:25 -06:00
iwubcode 9bd4e0939e DolphinQt: Update mapping window device to use expanding size policy 2020-12-24 13:49:25 -06:00
iwubcode 9a744ab25b DolphinQt: Move Free Look out of Graphics/Hotkey and into its own configuration window. Launched from a new menu option - "Free Look Settings". The HotKeyScheduler still calls the Free Look functionality to reduce the total number of threads 2020-12-24 13:49:25 -06:00
iwubcode 9ac6090c9a Core: Add Free Look controllers that are initialized at boot 2020-12-24 13:49:25 -06:00
iwubcode 27acba620c Core: Add new Free Look settings and config 2020-12-24 13:49:25 -06:00
iwubcode f6ab9a9b6f Core / VideoCommon: Remove old Free Look config 2020-12-24 13:49:25 -06:00
iwubcode e7ac095ba1 HotkeyManager: Remove Free Look functionality in preparation for replacement 2020-12-24 13:48:38 -06:00
iwubcode d5bc209eb6 VideoCommon: Change 'Zoom' to 'MoveForward' since it really isn't a zoom 2020-12-24 13:48:38 -06:00
iwubcode cb6ae6a4b1 VideoCommon: Add speed to Free Look camera 2020-12-24 13:48:38 -06:00
LC d61c64684b
Merge pull request #9357 from JosJuice/android-one-settings-entrypoint
Android: Only have one settings entrypoint per activity/dialog
2020-12-24 12:46:43 -05:00
JosJuice 8c723d0584 Android: Only have one settings entrypoint per activity/dialog
Basically, instead of having one button for config, one button
for graphics settings and so on, we now have just one settings
button which takes you to a screen where you pick between
config/graphics/GameCube controllers/Wii Remotes.

The main reason I want to do this is because people still have
trouble finding Overlay Controls in the "new" in-game menu.
Typically (depending on the screen size and the length of the
game name), the scrollable part of the menu can fit 4 items,
and merging Config and Graphics Settings into one item would
move Overlay Controls from 5th place to 4th place (assuming the
user doesn't have savestates enabled), which makes it findable
even for users who don't realize the menu can be scrolled.

The dialog that's shown when long pressing a game in the game
list is also shortened. While not a pressing matter, I think
it was getting a bit long.

An additional reason to do this is because we probably will
want to make it possible to edit the controller settings
from the in-game menu at some point in the future. With the
old approach, this would require us to dedicate a whopping 4
menu items just for settings (not including Overlay Controls),
which I think is excessive.
2020-12-24 16:48:20 +01:00
JosJuice 8f475371b9 JitArm64: Call UpdatePerformanceMonitor 2020-12-24 16:23:24 +01:00
JosJuice 6f05c40013 Android: Correctly save in-game settings changes to disk 2020-12-24 13:37:33 +01:00
JosJuice 8c0f32e6be Interpreter: Call UpdatePerformanceMonitor 2020-12-23 17:34:47 +01:00
JosJuice 2dcd0b248f CachedInterpreter: Call UpdatePerformanceMonitor 2020-12-23 17:34:32 +01:00
JosJuice f8f3548ca9 CoreTiming: Call UpdatePerformanceMonitor on idle 2020-12-23 17:34:02 +01:00
Markus Wick 1d489b3fd5
Merge pull request #9347 from JosJuice/fpr-utilization
Jit64: Fix FPURegCache::GetRegUtilization
2020-12-21 18:37:03 +01:00
JosJuice 9460467e7c Jit64: Fix FPURegCache::GetRegUtilization
This performance bug was probably a simple copy-paste error.
(The function was identical to GPRRegCache::GetRegUtilization.)
2020-12-21 18:02:43 +01:00
Sintendo 567357e12d JitArm64: srawix - Fix undefined behavior
Signed bitwise left shift invokes UB when shifting a negative value.
2020-12-21 11:05:22 +01:00
Sintendo 97eb616719 JitArm64: srawx - Fix undefined behavior
Signed bitwise left shift invokes UB when shifting a negative value.
2020-12-21 11:01:42 +01:00
LC 4c8ccc63b5
Merge pull request #9345 from MerryMage/analytics
Analytics: Add rarer OSes to analytics
2020-12-20 18:55:34 -05:00
MerryMage d109451ad5 Analytics: Add rarer OSes to analytics 2020-12-20 22:32:07 +00:00
MerryMage 29fceeb37f MemoryUtil: Use HW_PHYSMEM64 sysctl in MemPhysical
HW_PHYSMEM is deprecated on OpenBSD and only supplies a 32-bit value on NetBSD
2020-12-20 22:25:36 +00:00
JosJuice 399ede37a6 Android: Catch all exceptions in ContentHandler 2020-12-20 13:24:54 +01:00
JosJuice ae8de35105 Android: Use storage access framework for game list 2020-12-20 13:24:54 +01:00
JosJuice 2126f62111 Android: Add content provider support to File::ScanDirectoryTree 2020-12-20 13:24:54 +01:00
JosJuice 525268f043 Android: Fix opening games with extensionless URI 2020-12-20 13:24:54 +01:00
JosJuice e60665da94 Android: Use storage access framework for picking single games 2020-12-20 13:24:54 +01:00
JosJuice a7c05d7e84 Android: Add content provider support to File::FileInfo 2020-12-20 13:24:54 +01:00
JosJuice 99ffee9a0a Android: Add content provider support to File::OpenFStream 2020-12-20 13:24:54 +01:00
Ryan Meredith 64afe97491 Android: Convert ISOPaths to INI settings 2020-12-20 13:24:54 +01:00
Lioncash 142406f337 Core: Add initial System class
Introduces the system class that will eventually contain all relevant
system state, as opposed to everything being distributed all over the
place as global variables.

Throughout the codebase we have code that from its interface-view, does
not actually require its dependencies to be described in the interface,
and we routinely run into issues with initialization where we sometimes
make use of a facility before it's been initialized, which leads to
annoying to debug cases, because the reader needs to run through the
codebase and see what order things get initialized in, and how they're
being used. This is particularly a frequent issue in the video code.

Further, we also have a lot of code that makes use of file-scope
variables (many of which are non-trivial), which must all be default
initialized before the application can actually enter main(). While this
may not be a huge issue in itself, some of these are allocating, which
means that the application may need to use memory that it otherwise
wouldn't need to (e.g. when a game isn't running, this excess memory is
being used).

Being able to wrap all these subsystems into objects would be nicer,
since they can be constructed when they're actually needed. Them being
objects also means we can better express dependencies on subsystems as
types directly in the interface, making them explicit to the reader
instead of a change randomly blowing up, said reader inspecting it, and finding
out that something needed to be initialized beforehand. With the global
turned into a function parameter, the dependency is explicit and they
know just by reading it, that the given subsystem needs to be in a valid
state before calling the function.

For a prior example of an emulator that has moved to this model, see
yuzu, which has been migrated off of global variables all over the place
and replaced with a system instance (which has now reached the stage,
where the singleton can be removed).
2020-12-19 23:22:06 -05:00
LC 5493a86086
Merge pull request #9330 from leoetlino/tapserver-define
EXI_Device: Always define EXIDEVICE_ETHTAPSERVER for consistency
2020-12-19 21:46:01 -05:00
LC 0315ca5e37
Merge pull request #9332 from leoetlino/warning-fixes
Core: Fix various warnings
2020-12-19 21:45:21 -05:00
LC 2097de603c
Merge pull request #9339 from AdmiralCurtiss/utf8-libpng
Common: Write PNGs in two steps to allow Unicode target paths.
2020-12-19 21:43:05 -05:00
Admiral H. Curtiss 5bbd5fce2f Common: Write PNGs in two steps to allow Unicode target paths. 2020-12-20 03:30:17 +01:00
Admiral H. Curtiss f5170dc69b Common/LinearDiskCache: Handle truncated shadercache files. 2020-12-19 19:09:33 +01:00
Admiral H. Curtiss e91a347a07 Common/LinearDiskCache: Use unique_ptr instead of new/delete. 2020-12-19 19:09:33 +01:00
iwubcode e55342ae88 DolphinQt: Fix all instances of <gameid> in AdvancedWidget to use the appropriate html code instead 2020-12-18 22:50:06 -06:00
Léo Lam 0ad2f3da45
Core: Remove ImageWrite and get rid of -Wmissing-declarations warnings 2020-12-16 16:04:19 +01:00
Léo Lam eafe005672
Fix -Wclass-memaccess warnings
We want to clear/memset the padding bytes, not just each member,
so using assignment or {} initialization is not an option.

To silence the warnings, cast the object pointer to u8* (which is not
undefined behavior) to make it explicit to the compiler that we want
to fill the object representation.
2020-12-16 15:37:43 +01:00
Léo Lam 6018525992
Qt: Fix deprecated use of MidButton
MidButton has been deprecated since Qt 4.7. The replacement is
MiddleButton.
2020-12-16 14:45:11 +01:00
Léo Lam efdb620783
Qt/Config: Remove unused includes 2020-12-16 14:43:26 +01:00
Léo Lam c59372dbb0
EXI_Device: Always define EXIDEVICE_ETHTAPSERVER for consistency
This keeps the enum values consistent across platforms in case new
entries are added after EXIDEVICE_ETHTAPSERVER.
2020-12-15 20:49:29 +01:00
Léo Lam 2615da820d
Merge pull request #9157 from jordan-woyak/wm-emu-tilt-wrap-around
WiimoteEmu: Allow tilt to wrap around and simulate full 360 degree rotations.
2020-12-15 03:14:14 +01:00
Jordan Woyak 4bb0a885d0 WiimoteEmu/DolphinQt: Fix tilt indicator for wrapped around angles. 2020-12-14 20:02:49 -06:00
Martin Michelsen a9486d087f
Add tap-like fake Ethernet network interface for macOS
TunTap has recently become unmaintained, and it seems Apple wants developers to move away from kexts in general. TunTap currently takes some finagling to work on Catalina, and it may not work at all on Big Sur, necessitating a non-kext-based solution. Fortunately, fake Ethernet devices were introduced in Sierra and can be used similarly to tap adapters. This commit adds a new type of BBA interface implementation which uses fake Ethernet devices via tapserver (https://github.com/fuzziqersoftware/tapserver) to communicate with the host. This implementation was tested with PSO Episodes I & II, which can successfully connect to a private server running locally.

This implementation is only available on macOS, since that's the only place it's needed - Windows/Linux/Unix are unaffected by TunTap being deprecated.
2020-12-15 03:01:04 +01:00
Jordan Woyak fffd005178 WiimoteEmu: Allow tilt to wrap around and simulate full 360 degree rotations. 2020-12-14 19:43:28 -06:00
David Carlier 2c355b81f2
Add NetBSD support 2020-12-15 02:34:25 +01:00
Léo Lam ed1564515b
Merge pull request #9326 from Subject38/wiimote_deadlock
InputCommon: Fix callback dispatch deadlock
2020-12-15 01:16:59 +01:00
Léo Lam 2c2ec16b53
Merge pull request #9320 from JosJuice/remove-patch-crash
DolphinQt: Fix crash after removing extra patch line
2020-12-15 00:01:07 +01:00
Léo Lam 214ea8ff18
Merge pull request #9328 from AdmiralCurtiss/memory-view-crash
Core/AddressSpace: Return null accessors when no game is running to prevent out-of-bounds memory accesses.
2020-12-14 03:18:45 +01:00
Admiral H. Curtiss 668b8d60c8 Core/AddressSpace: Return null accessors when no game is running to prevent out-of-bounds memory accesses. 2020-12-13 06:21:07 +01:00
Léo Lam 3634508e46
Merge pull request #9311 from JosJuice/config-get-fast-2
Add caching to Config::Info
2020-12-13 03:55:39 +01:00