Fix -WSwitch warning about unhandled enum value SDL_NUM_LOG_PRIORITIES.
log_level is initialized to LNOTICE right before the switch statement so
this doesn't cause any behavior changes.
Use RunOnCPUThread instead of RunAsCPUThread in BeginRecordingInput.
Most OpenGL functions require an OpenGL context to have been created on
that thread before calling the function; when that isn't the case they
return invalid results which can cause crashes when passed into other
functions.
Dolphin creates the OpenGL context in the EmuThread which then becomes
either the CPU-GPU thread or the Video thread for single and dual core
respectively. OpenGL functions must therefore be called from that
thread.
Movie::BeginRecordingInput is called from the Host thread and runs a
block of code which ultimately creates a savestate, which in turn embeds
the framebuffer which requires calling various OpenGL functions.
In single core the use of RunAsCPUThread leads to this all happening on
the Host thread, eventually leading to invalid OpenGL calls and a crash.
In Dual core the crash is avoided because VideoBackendBase::DoState uses
the AsyncRequests::DO_SAVE_STATE event which causes VideoCommon_DoState
and its subsequent OpenGL calls to safely run on the Video thread.
This commit uses RunOnCPUThread instead of RunAsCPUThread, which causes
the subsequent code to run on the CPU-GPU thread in single core which
has the valid OpenGL context and so doesn't crash.
This makes it so that if you just want to reload the current style (eg. on program start, or in response to a system event), you don't need to know the name of the currently selected user style. It's also more consistent with the way the 'userstyle/enabled' flag works.
Before dbf5dca, the dirty flag had no meaning for an immediate value,
so we made sure to always set the dirty flag when switching a register
from Immediate to Register. But after dbf5dca, that is no longer the
case. If an immediate is marked as not dirty, we can keep the register
marked as not dirty after materializing the value. This way we skip
having to write it back to ppcState later.
Without this change, non-dirty immediates don't actually get flushed.
This can be a problem if we for instance are flushing all registers in
order to execute an interpreter fallback. If that interpreter fallback
writes to a register that contained a non-dirty immediate, the JIT will
keep using the old value instead of loading the updated value.
This required a change in the denormal path where, instead of
subtracting 11 before shifting left, we shift left immediately and then
shift right by 11. This shouldn't affect performance.
Instead of combining X2 (the exponent) and X3 (the mantissa) using an
ORR instruction, we can read X1, which already contains both.
This requires us to reconstruct X1 in the denormal path, but that's
an acceptable price.
Dolphin's JITs have a minor terminology problem: The term "fastmem" can
refer to either the system of switching between a fast path and a slow
path using backpatching, or to the fast path itself. To hopefully make
things clearer, I'm adding some new terms, defining the old and new
terms as follows:
Fastmem: The system of switching from a fast path to a slow path by
backpatching when an invalid memory access occurs.
Fast access: A code path that accesses guest memory without calling C++
code.
Slow access: A code path that accesses guest memory by calling C++ code.
With this, situations where multiple arguments need to be moved
from multiple registers become easy to handle, and we also get
compile-time checking that the number of arguments is correct.
At the end of each frame automatically update the Current Value for
visible table rows in the selected and visible CheatSearchWidget (if
any). Also update all Current Values in all CheatSearchWidgets when the
State changes to Paused.
Only updating visible table rows serves to minimize the performance cost
of this feature. If the user scrolls to an un-updated cell it will
promptly be updated by either the next VIEndFieldEvent or the State
transitioning to Paused.
If dcache is enabled when the game starts, initializing the fastmem
arena is still useful in case the user changes the dcache setting.
And initializing it doesn't really cost anything.
Preparation for the next commit.
JitArm64 has been conflating these two flags. Most of the stuff that's
been guarded by fastmem_arena checks in fact requires fastmem.
When we have fastmem_arena without fastmem, it would be possible to do
things a bit more efficiently than what this commit does, but it's
non-trivial and therefore I will leave it out of this PR. With this
commit, we effectively have the same behavior as before this PR - plus
the added ability to toggle fastmem with a cache clear.