Gets rid of a second pair of ifdefs in the constructor. This also makes
sure the fd on Unix/BSD platforms is uniformly initialized. Previously
fd would be in an inconsistent state on FreeBSD or OpenBSD due to the
BSD OS checks not being present in the #elif within the constructor.
Previously, the entirety of CEXIETHERNET was exposed publically, which
wasn't necessary. We simply make the thread function part of the
internal interface, which gives it access to internal data members,
while keeping everything else outside of it.
Given these HLE classes inherit from a common base with a virtual
destructor, override is more appropriate here, as virtual propagates to
these destructors anyway.
This is also safer. If the base class' destructor is ever made
non-virtual, then these classes will cause a compilation error if they
aren't taken into account, as they'd be overriding a non-virtual
function (the destructor).
This is to avoid several issue with using 2 actions and switching between them. This commit will instead have one action get his property changed on pause and play.
Paired single (ps) instructions can call asm_routines that try to update
PowerPC::ppcState.pc. At the time the asm_routine is built, emulation has
not started and the PC is invalid (0). If the ps instruction causes an
exception (e.g. DSI), SRR0 gets clobbered with the invalid PC.
This change makes the relevant ps instructions store PC before calling out
to asm_routines, and prevents the asm_routine from trying to store PC
itself.
Moves the codebuffer access variables closer to their first use, and
gets rid of multiple indexing expressions. We already know which op
we're accessing in particular, so just make a reference to it and access
it instead of duplicating the expression all over the place.
A call like ReplaceAddress(address, 0) is pretty ambiguous; so is
ReplaceAddress(address, false), so use an enum class that tells people
straight-up what the replacer is.
This also gets rid of the really weird naming, where if 'blr' is true,
we'd be replacing the address with a NOP, rather than an actual BLR
instruction, so we invert that so it actually makes sense. There's no
actual bug fixed here though, considering the OnInsert functions
specified the correct values; it's literally just weird naming.
Without this macro, if any signals or slots were attempted to be used,
they wouldn't work; neither would various other features of the Qt
meta-object system. This can also lead to weird behavior in other
circumstances. Qt's documentation specifically states:
"Therefore, we strongly recommend that all subclasses of QObject use the
Q_OBJECT macro regardless of whether or not they actually use signals,
slots, and properties."
on its page for "The Meta-Object System", which can be seen here:
https://doc.qt.io/qt-5/metaobjects.html
Let's opt for "always do the right thing", and keep the code extensible
for the future and not have random things blow up on us.
Makes the enum strongly typed. A function for retrieving the string
representation of the enum is also added, which allows hiding the array
that contains all of the strings from view (i.e. we operate on the API,
not the exposed internals). This also allows us to bounds check any
querying for the strings.
Export and ExportAll now open a directory picker (that defaults to the
previous default directory, i.e. the Dolphin user dir).
Also removes the need to return the path in the export functions since
the user knows which path they chose.
This moves the result dialogs to DolphinQt2, since WiiSave should not
really be responsible for interacting with the user as a simple
Wii save importing/exporting class.
This also fixes Wii save import/export showing result dialogs twice,
once from WiiSave, and another time from DolphinQt2.
Move the import/export operation into separate functions, as it doesn't
really make sense for the constructor to do *everything*, including
printing success/failure message boxes.
The existing constructor was split into two: one that takes a path,
and another taking a title ID. This makes it more obvious what is
actually done when a path/TID is passed and also clarifies what
parameters should be passed. (No more magic 0 or "" value.)
It only needs to be updated when we changes the symbols, not every time the code widget updates and it does take a while to update them so this fixes some delay when updating the code window.
Putting the columns to resizeToContents causes way too much resizes per updates which can cause severe lags and even crashes. This only does one resize at the end of the columns.
One, which was also possible in Wx is to add an mbp after the core stopped which shouldn't be possible as it needs to add the memcheck on the core thread which wouldn't be running. The other fix is Qt specific where it doesn't clear the breakpoints on stop.
The items were editable while you cannot edit the breakpoints at the moment and the last breakpoint deleted would not cause the row count to change to 0.
This allows avoiding two copies of the executable data being created in
the following scenario (using pseudocode):
some_function()
{
std::vector<u8> data = ...;
DolReader reader{data};
...
}
In this scenario, if we only use the data for passing it to DolReader,
then we have to perform a copy, as the constructor takes the std::vector
as a constant reference -- you cannot move from a constant reference,
and so we copy data into the DolReader, and perform another copy in the
constructor itself when assigning the data to the m_bytes member
variable. However, we can do better.
Now, the following is allowable as well:
some_function()
{
std::vector<u8> data = ...;
DolReader reader{std::move(data)};
...
}
and now we perform no copy at any point in the reader's construction, as
we just std::move the data all the way through to m_bytes.
In the case where we *do* want to keep the executable data around after
constructing the reader, then we can just pass the vector without
std::move-ing it, and we only perform a copy once (as we'll std::move
said copy into m_bytes). Therefore, we get a more flexible interface
resource-wise out of it.
Not only it colors the entire row instead of just the address, but if the pc is the selected row, the pc color will overwrite the selection, this is done via a stylesheet.
This commit makes the colors hardcoded except when there is no symbols loaded, in which case, it uses the theme colors, except for the PC which is hardcoded to black on green. This makes a compromise between making use of the corespoinding theme color and the text being nicely readable on all themes.
This aligns the values to the right since It looks odd to be aligned to the left with any format other than hexadecimal. It also sets the font tot he debugger font and disallow selection as a previous commit made the selection pointless since it now relies on the current item.
It seemed impossible to SELECT an item, however, when right clicking, the CURRENT item is set to the appropriate cell, this commit makes the view use thta cell instead of the first selected one.
This makes it possible to use enums as the config type.
Default values are now clearer and there's no need for casts
when calling Config::Get/Set anymore.
In order to add support for enums, the common code was updated to
handle enums by using the underlying type when loading/saving settings.
A copy constructor is also provided for conversions from
`ConfigInfo<Enum>` to `ConfigInfo<underlying_type<Enum>>`
so that enum settings can still easily work with code that doesn't care
about the actual enum values (like Graphics{Choice,Radio} in DolphinQt2
which only treat the setting as an integer).
Dolphin doesn't use any of the WC24 files, so this can be done when
actually starting emulation in WiiRoot. The benefit of moving the
copy is that we don't need to handle temporary NANDs in a special way.
{Initialize,Shutdown}WiiRoot should only be responsible for setting the
SESSION_WII_ROOT or managing the temporary NAND directory.
Move all the content manipulation out of these functions to ensure
separation of concerns and call them after/before WiiRoot init/shutdown
to make sure they operate on the correct root.
If we don't flush the values, they persist in the register cache,
potentially resulting in the values being out of sync with PPCSTATE.
This was causing random crashes in games, mainly booting, when certain
JIT instructions were disabled, or forced to fall back to interpreter.
This excludes the second argument from template deduction.
Otherwise, it is required to manually cast the second argument to
the ConfigInfo type (because implicit conversions won't work).
e.g. to set the value for a ConfigInfo<std::string> from a string
literal, you'd need a ugly `std::string("yourstring")`.
This can be considered a hack, but it essentially neuter the bias applied on boot for both console on the RTC. This avoids having the time on boot be changes significantly while the user would want a specific RTC and it also avoids possible underflow of the RTC if it is near the epoch.
GetHandle() should really not even be part of IOFile's interface, but
since it is (for the time being), we can cull unnecessary usages of it.
In this case, the WriteBytes() function does what we need without using
the underlying handle directly.
This allows getting rid of casts. We can also leverage std::min to allow
making relevant variables const. Also make the "empty" table const to
allow it to be read-only.
Converts them from 0 == success, 1 == failure to using the built-in
standard bool. Also while we're at it, const qualify write_sector's
"sector" parameter, since nothing in the function modifies the data
being pointed to.
Avoids needing to iterate and append the characters in one case. This also
alters the function to not need to construct a temporary std::string
(QString's toUtf8() is sufficient, as QByteArray exposes iterators).
toStdString() is equivalent to retrieving the QString's underlying
QByteArray via calling QString's .toUtf8 member function and then
calling .toStdString() on the result of it (discarding the QByteArray
afterwords), so this just trims off an unnecessary step in the process.
This is also somewhat more indicative of the conversions going on:
toStdString() converts the underlying character sequence of a
QString to UTF-8, not strict ASCII, so we're really using a superset of
ASCII.
Also move it to MathUtils where it belongs with the rest of the
power-of-two functions. This gets rid of pollution of the current scope
of any translation unit with b<value> macros that aren't intended to be
used directly.
Change SettingsHandler to take a buffer instead of assuming that the
setting file to read is always on the host filesystem for more
flexibility and make it possible to use the new filesystem interface.
Given bit conversions between types are quite common in emulation
(particularly when it comes to floating-point among other things) it
makes sense to provide a utility function that keeps all the boilerplate
contained; especially considering it makes it harder to accidentally
misuse std::memcpy (such as accidentally transposing arguments, etc).
Another benefit of this function is that it doesn't require separating
declarations from assignments, allowing variables to be declared const.
This makes the scenario of of uninitialized variables being used less
likely to occur.
Keeps them all next to each other and deduplicates a few constants,
notably the PPC UIDs. Apparently I forgot that I already added them
for SetupStreamKey.
As of VS 15.7, these seem to have been removed. Given we shouldn't have
been using these for some time, just replace them with the standard
library equivalent.
This fixes building on Windows with VS 15.7
It was off by about 8 years because it was actually the same as the GC epoch, however, the reason it worked all this time was because the default RTC counter bias of the Wii was not 0, but a value that is about 8 years in seconds. This broke custom RTC as a custom RTC of the gc epoch was underflowing b ecause the wii epoch was thought to be much later.
The existing backend did not handle cases where the target exists
correctly.
This is a bug that has been around forever but was only recently
exposed when ES started to use our FS code.
Also adds some unit tests to make sure this won't get broken again.
Creating a file then opening it in read write mode is a pretty common
operation. This commit adds a helper function that makes it easier
to read and clearer.
Keeps all of the floating-point utility functions in their own file to
keep them all together. This also provides a place for other
general-purpose floating-point functions to be added in the future,
which will be necessary when improving the flag-setting within the
interpreter.
FPSCR.FEX is supposed to be a logical OR of all floating-point exception
bits masked by their respective enable bits.
Currently UpdateFPSCR() isn't called by anything in the interpreter
except for mcrfs and mffs, so this doesn't alter existing behavior that much.
However, this will be necessary in future PRs when making the interpreter more
accurate in how it sets flags.
Prevent implicit conversions to UReg_FPSCR. Given the semantics of a
random magic value and the FPSCR are different, make explicit
conversions a requirement to signify intent.
The MSR.LE bit is supposed to be set to the value of MSR.ILE upon
entering an exception vector to control whether the environment in said
vector operates as little endian or big endian. If this bit is ORed into
the LE bit, then the scenario of operating in little endian but wanting
to take exceptions in big endian will be incorrectly handled.
Analogous to File::CreateFullPath, but for the Wii filesystem so this
ensures that directories and files receive proper attributes.
(This function is technically not part of the FS sysmodule but it's in
an internal FS library that is reused in several IOS sysmodules.)
Prevents implicit construction of MSR instances from integral values.
This is beneficial, considering MSR values have an intended
representation while a regular magic value doesn't. So make these
conversions required to be explicit.
Gets rid of the need to construct UReg_MSR values around the the actual
member in order to query information from it (without using shifts and
masks). This makes it more concise in some areas, while helping with
readability in some other places (such as copying the ILE bit to the LE
bit in the exception checking functions).
The game Go Vacation (SGVEAF) currently stutters a lot because it keeps
overflowing the far code cache and all code needs to be re-jitted.
Logging this warning gives a useful hint as to what is causing the
stuttering.
Qt introduced a checkbox to toggle the debugger UI, this makes it work into a setting stored in the INI, it also makes the -d argument only in effect when enabled, in such case, it will override the INI by overriding it.
Since all FS access will go through the new FS interface (PR #6421)
in order to keep track of metadata properly, there is no need to return
absolute paths anymore.
In fact, returning host paths is a roadblock to using the FS interface.
This starts the migration work by adding a way to get paths that are
relative to the Wii NAND instead of always getting absolute paths
on the host FS.
To prepare for future changes, this commit also makes returned paths
canonical by removing the trailing slash when it's unneeded.
Eventually, once everything has been migrated to the new interface,
we can remove the "from" parameter.
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
RE4's brightness screen is actually very good for spotting these.
Bug 1: Colors at the end of the scanlines are clamped, instead of a black
border
Bug 2: U and V color channels share coordinates, instead of being offset
by a pixel.
Use the newly added GetSystemDefaultInterfaceOrFallback() to return
actual information for the default interface, not just dummy
interface details.
This also fixes GetInterfaceOpt(0x4003) and gethostid() returning
inconsistent information. Prior to this change, GetInterfaceOpt(0x4003)
would return 10.0.1.30 and gethostid would give a totally unrelated IP.
These aren't dependent on calling order so we can just organize all of the statics together
instead of splitting them up over the file. This also allows us to organize a common spot for
file static variables as well.
Xlib has really terrible headers that declare non-namespaced
macros and typedefs for common words.
Just wasted 10 minutes trying to figure out why a unit test failed
to build before I remembered it was Xrandr.h conflicting with our
enum class members again.
To fix the issue, this removes the Display* parameter from the
EnableScreensaver function (which was unused) so we don't have
to include Xrandr.h anymore.
Allows us to bring includes and relevant libraries into scope by explicitly declaring linkage against the target
as opposed to using a variable. Also removes the dumping of OProfile includes into the top-level directory.
Just re-disassembled STM and found out I have made a mistake when
I changed STM stuff back in 2016.
I accidentally made STM reset the event hook on close when it should
have been done in the destructor (i.e. when IOS gets reset on console).
Verified in IDA that STM just `IOS_ResourceReply(request, IOS_OK)`
without ever resetting the hook.
Some button names should be translated, for instance Up, Left and such.
At the same time, some other button names shouldn't be translated,
for reasons that might be less obvious. In 0146456af, I removed the
_trans markers for button names that never need to be translated
(such as A and B), but that isn't actually enough to ensure that
DolphinWX won't try to translate them anyway. This commit adds a bool
that explicitly tells the GUI whether a button name should be translated.
Otherwise we'll have problems like the GUI treating the button name "B"
(which isn't supposed to be translated) as matching the translatable
string "B" (being an abbreviation of "bytes"), meaning that the button
"B" will be labeled "o" when running Dolphin in French (after
translations get pulled from Transifex the next time).
By the way, while it turned out that DolphinWX translated all button
names, it also turned out that DolphinQt2 translated *no* button names.
Go figure. This commit makes them consistent with each other.
If FPSCR[VE] is set, a result isn't supposed to be written to the destination,
just the FPSCR[VXSNAN] bit gets set, and FPSCR[FR] and FPSCR[FI] get set to zero.
If FPSCR[VE] isn't set, then we do write out a result, however, the FPSCR[FPRF]
field is updated to signify a QNaN (yes, a QNaN, the FPRF field doesn't have
a bit configuration for SNaNs).
There's no real requirement to make this const, and this should also
be decided by the calling code, considering we had places that would
simply cast away the const and carry on.
It's not common code that could be reused for, say, Citra;
it's absolutely specific to Wii emulation and only used by the Dolphin
core, so let's move it there.
Another reason for doing this is to avoid having Common depend on Core.
It was discovered that some titles rely on filesystem metadata to work
properly. Currently, in master they either simply won't find their
save files (for example Bolt) or will complain about the Wii system
memory being corrupted (on first use or every time depending on
the title).
In order to even be able to keep track of file metadata, we first need
to eliminate all direct accesses to the NAND and make all kinds of
operations go through the filesystem code added in PR 6421.
This commit starts the migration process by making SysConf use
the new FS interface.
This used to be necessary for properly cleaning up the FS state because
the old FS implementation used static state and only performed cleanup
in the close function, not in the destructor.
Now that the static state is gone, we do not need to close devices
manually anymore.
After 3a83ebc, the Show System Clock feature started using the
unfortunate combination of MM/DD/YY dates (rare outside of the US)
and 24-hour time (rare in the US) regardless of the user's locale
settings. This commit makes it use the configured locale again.
I've noticed one minor difference in behavior between now and
before 3a83ebc: The new way of setting the C/C++ locale seems to
treat "en" as "en-US", but the wx way of setting the C locale
treated it as "en-GB" (at least on Windows).
Migrates the state to be instance-based as opposed to being a flat
namespace. This keeps behavior localized to its own instantiable unit
(and forces uses of the class to also be localized, lest they cart around
an instance all over the place).
This was necessary to work around a FS timing issue which caused small
writes to take much longer than they should.
Now that we emulate timings for the FS module including its file cache,
we don't need to maintain this workaround anymore.
Everything that links in core doesn't need to see anything related to bochs, because it's only used internally.
Anything else that relies on bochs should be linking it in explicitly.
The general convention is to return a reference to the object that was
acted on, otherwise you can get into situations with errors because the
type wasn't being propagated properly
Using this in its current form would invoke undefined behavior, as it's
using a union to type pun between data types. It's also, well, unused,
so we don't need to keep it around.
We already read the necessary information with the
HostRead_Instruction() call. Internally, it calls HostRead_U32() as
well, so there's no difference in behavior.
If the locked cache isn't enabled, dcbz_l is illegal to execute
(locked cache is off, locked cache instructions don't work, makes sense)
This makes exception handling more accurate. It was previously possible to hit the DSI exception
handler when HID2[LCE] is set to zero, which isn't correct.
With this change we no longer hit the DSI handler, however we still have a lingering issue elsewhere
likely to do with exception precedence, we seem to hit the Floating Point exception handler instead
in some cases. This isn't due to the instruction itself directly however, so this is just another bug
to fix elsewhere.
CMake already has this functionality built-in. This lessens depending on the host system environment
and is more cross-platform friendly (which is always nice from a build-system point of view).
In the case we had X11 libs available, we'd allocate an XRRConfiguration instance and pass it
to the GraphicsWindow instance, but it would never actually be freed.
add_definitions and include_directories don't operate on a by-target basis, they act on a
by-directory basis (i.e. if we defined two targets, A and B, in this CMakeLists file, add_definitions
would add the definitions to the COMPILE_DEFINITIONS directory property which both A and B would
implicitly use).
The same idea applies to include_directories, only it appends to the INCLUDE_DIRECTORIES directory
property.
Instead, specify these on the target to keep scope as narrow as possible.
This is one of the conditions for an alignment exception documented in
the 750CL architecture reference manual in section 4.5.6, which also
applies to the Gekko microprocessor.
This is an exception condition documented within section 4.5.6 in the
architecture reference manual for the PPC 750CL, which also applies to
the Gekko microprocessor.
Also moves dcbz_l's implementation out of Interpreter_Paired and beside
dcbz where it belongs.
The effective address given to these instructions must be word (4 byte) aligned,
and if the address is not aligned like that, then an alignment exception
gets triggered.
We currently don't update the DSISR in this case properly, since we
didn't really handle alignment exceptions outside of ecowx and eciwx,
and even then the handling of it isn't really that great, considering
the DAR isn't updated with the address that caused the exception to
occur.
The DSISR will eventually be amended to be properly updated.
Prior to this change, it's possible for m_wake_me_up_again to be used
while it's in an uninitialized state from the exposed API.
e.g.
- Using SetEnable after construction would perform an uninitialized read.
- Using PushEvent would perform an uninitialized read by way of operator |=.
internally, an uninitialized read can happen if PullEventsInternal() is
executed before other functions.
Just to avoid the whole possibility of performing uninitialized reads,
we just give the class member a default value of false.
If the copy assignment operator is deleted, then the copy constructor
should be deleted as well, otherwise it's a hole in the API where copies
can be made (and if this were an intended case, it should be
documented).
So we delete the copy constructor and explicitly default the move
assignment and move constructor to signify this is intended to be a
move-only type.
Adjusts Common to use the ICONV_LIBRARIES variable directly and doesn't
append it to the LIBS variable.
After this, there's only one remaining usage where libraries are added
to the LIBS variable, after which it can be removed once the rest of
the targets are migrated off add_dolphin_library
This way, if we load a UID cache where the data was incomplete (e.g.
Dolphin crashed), we don't lose the existing UIDs which were previously
at the beginning.
These are bit manipulation functions, so they belong within BitUtils.
This also gets rid of duplicated code and avoids relying on compiler
reserved names existing or not existing to determine whether or not we
define a set of functions.
Optimizers are smart enough in GCC and clang to transform the code to a
ROR or ROL instruction in the respective functions.
The only place this library is needed (core) is already linked in the core target.
Also make the linkage private to create linkage failures if the dependency isn't
explicitly linked in elsewhere where it should be.
Reduces the dependency on the LIBS variable.
Return a FileHandle which will automatically close the FD when
the handle goes out of scope. For the rare cases where this behaviour
is undesirable, the FD can be released from the handle.
This is the large change in the branch.
This lets us use either the host filesystem or (in the future) a NAND
image exactly the same way, and make sure the IPC emulation code
behaves identically. Less duplicated code.
Note that "FileIO" and "FS" were merged, because it actually doesn't
make a lot of sense to split them: IOS handles requests for both
/dev/fs and files in the same resource manager, and as it turns out,
/dev/fs commands can *also* be sent to non /dev/fs file descriptors!
If we kept /dev/fs and files split, there would be no way to
emulate that correctly. I'm not aware of anything that does that (yet?)
but I think it's important to be correct.
Now that we have a proper filesystem interface, it makes more sense
to return it instead of the emulated IOS device (which isn't
really usable for any purpose other than emulated IPC).
Extract the existing FS code into a HostBackend implementing
the filesystem interface.
Compared to the original code, this uses less static state.
The open host files map is now a member variable
as it should have been. Filesystem handles are now also easier
to savestate. Some variable names and log messages were cleaned up.
Nothing else has been changed.
Add a new FileSystem class that can be used to perform operations
on the emulated Wii filesystem.
This will allow separating the IPC code (reading from and writing to
memory to handle IOS FS commands) and the actual filesystem code
in a much better way.
This also paves the way for implementing another filesystem backend
in the future -- NAND images for more complete emulation, including
filesystem metadata like permissions or file orders, which some games
and homebrew actually care about -- without needing to make any more
changes to the other parts of the codebase, in addition to making
filesystem behaviour tests easier to write.
This adds a lightweight, easy to use std::variant wrapper intended to
be used as a return type for functions that can return either a result
or an error code.
Makes our libraries explicitly link in which libraries they need.
This makes our dependencies explicit and removes the reliance on the
LIBS variable to contain the libraries that they need.
This will create a merge conflict if two PRs try to increment the
cache version at the same time, which makes it noticeable that the
PR that gets merged last needs to increment the cache version again.
We already use this for savestates and the game list cache.
Regression from 1f1dae3.
This problem doesn't happen in DolphinWX as far as I know, but if
you've ran into the problem in DolphinQt2, it will carry over to
DolphinWX because of the shared game list cache.
Minimizes repetition.
std::minmax_element can be used for the 256 * 2 case, as it's only performing byte comparisons
and thus, there will always be an element smaller than 0xffff, so it doesn't need to be included
in the set of compared values.
The SGI extension does not define calling SwapInterval with a parameter
of zero as valid. It was just lucky that drivers interpreted this as
vsync off. The EXT_swap_control extension defines zero as a valid value.
Mesa does not appear to support the EXT variant, so we fall back to
MESA_swap_control here, which also supports zero.
This is technically undefined behavior, but regardless of that, it's not
even necessary since we can just make a temporary around the MSR value
and just discard it when done with it, since all we do is query the FP
bit value with it.
Given how the hooking operates, we may not execute an instruction.
Instead of making the state a static local to the function, just make it
part of the lifecycle of the Interpreter class.
This was only ever used by the DSP assembler, and even then it was
sparsely used. Get rid of it to be consistent with types in other
sections of the DSP code.
These aren't necessary as the type being stored into a u32 are of the
same signedness and are smaller in data size, so there's no truncation
being performed.
Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.
This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
The overflow check needs to occur before the condition register update
due to the fact that the summary overflow (SO) bit is used in the
updating of the condition register. If we set any overflow bits after
updating the CR, then we can potentially incorrectly report that an
overflow did not happen (in the case the SO bit wasn't set previously).
A search box is a common UI element. We don't need to explicitly tell
the user that they need to type a search term. Also,
Let's use the common "Search <items>..." placeholder text instead
and make the string shorter for localisation.
Also turns a std::string const reference into a value instance.
While this is well-defined, it does look out of place, given a new string
is being created.
ori can be used as a NOP if the two register operands are the same, and
the immediate is zero, not only if the two register operands are r0.
Also removes the check for !inst.Rc, as ori only has one encoding, and
said encoding doesn't even have a record bit in it.
This fix the awkwardness of having the symbols detection, parsing and loading related logs be in OS HLE while they don't have anything to do with that.
The OV bit is non-sticky. Therefore, after an overflow-enabled
instruction executes, if an overflow does *not* occur, then OV is
cleared. SO is sticky however, so it staying set in this case is
correct.
With this, JitAsm code doesn't have any reliance on the JIT global
variable. This means the core JIT64 code no longer relies on said
global at all. The Jit64 common code, however, still has some offenders.
Notably, EmuCodeBlock and Jit64AsmCommon are the remaining places in the
common code that make use of the global variable.
The AutoUpdate module is a generic update checker mechanism which can be
used by UI backends to trigger an auto-update check as well as the
actual update process.
Currently only configurable through .ini and the Qt implementation is
completely placeholder-y -- blocking the main thread on a network
request on startup, etc.
Ensures that upon construction of a JitBase instance, that all
underlying members within the option and state structs are guaranteed
to be initialized.
This prevents potentially using a member uninitialized in some form.
Also amends the condition that was being checked. Previously it was
checking if the destination register value was 0x80000000, however it's
actually the source register that should be checked.
This macro (that has unfortunately become the de-facto way of
introducing targets) has a lot of disadvantages that outweigh the fact
that you avoid writing two extra lines of CMake script.
- It encourages the use of variables. In a build system the last thing
we want to care about is mutable state that can be avoided.
- It only handles linking in the libraries and nothing else. It's a
laziness macro.
- We should be explicit about what we're doing by introducing the target
first, not last.
This gets the ball rolling by migrating Core off the macro. Note that
this is essentially 1-to-1 unrolling of the macro, therefore we're
still linking in all libraries as public, even though that may not be
necessary.
This can be revisited once everything is off the macro for a quicker
transition period.
Trims the direct usages of the global by making the code go through the
JIT interface (where it should have been going in the first place).
This also removes direct JIT header dependencies from the breakpoints as
well. Now, no code uses the JIT global other than JIT code itself, and
the unit tests.
All of these with the record bit set update condition register 1 with the
contents of the FPSCR's FX, FEX, VX and OX bits.
Helper_UpdateCR1() does exactly that, so we use it here to perform this
for us.
These are only used internally. This also allows us to eliminate some
symbols that get dumped into the exposed Gen namespace.
By extension this also hides the Write[X] functions from OpArg's public
interface. This is only used internally by XEmitter, so they shouldn't
be usable by anything else.
This wouldn't be much of a data reader if it can't access the
read-only data pointer in read-only contexts. Especially if it
can get a writable equivalent in contexts that aren't read-only.
It's questionable to not return a reference to the instance being
assigned to. It's also quite misleading in terms of expected behavior
relative to everything else. This fixes it to make it consistent with
other classes.
Allows the default constructor to be defaulted and ensures the default
values are associated with the member variables directly.
Also corrects a prefixed underscore in the two parameter constructor.
Given that this only contains functions from the VideoBackendBase class,
it makes more sense to move these to the relevant cpp file to keep them
all together.
This is only ever memset to zero and never used again.
This also gets rid of an instance of undefined behavior considering the
draft standard for C++17 (N4659) states at [dcl.type.cv] paragraph 5:
"
The semantics of an access through a volatile glvalue are implementation-defined.
If an attempt is made to access an object defined with a volatile-qualified type
through the use of a non-volatile glvalue, the behavior is undefined.
"
Before this, DolphinQt2 would crash at boot with an assertion error
when using a Windows debug build, at least if the Dolphin GUI
language was set to English.
Depending on which constructor is invoked, m_id or m_compute_program_id
can end up in an uninitialized state. We should ensure that the object
is completely initialized to something deterministic regardless of the
constructor taken.
This prevents Dolphin from crashing when the emulated software crashes.
AFAIK, there is absolutely no performance to enabling this with the
x64 JIT.
Eventually, we should probably just remove bMMU
(https://github.com/dolphin-emu/dolphin/pull/1831). We can't do that
yet because of the ARM JIT.
A very basic hardware test shows that the ARMMSG doesn't change until
IOS replies. (People could have disassembled IOS to verify this too...)
Console:
sending request at 00034640 - ARMMSG 133e0fa0
00000000000000000000000000000010(ack) - ARMMSG 133e0fa0
00000000000000000000000000000100(reply) - ARMMSG 00034640
Dolphin, prior to this fix:
sending request (00034640) - ARMMSG 133e0fa0
00000000000000000000000000000011(ack) - ARMMSG 00034640
00000000000000000000000000000100(reply) - ARMMSG 00034640
Dolphin, after this fix:
sending request at 00034640 - ARMMSG 133e0fa0
00000000000000000000000000000011(ack) - ARMMSG 133e0fa0
00000000000000000000000000000100(reply) - ARMMSG 00034640
(Yes, note that the X1 bit is still set. This is a bug that I will
fix in the next commit.)
The IPC interrupt is triggered when IY1/IY2 is set and Y1/Y2 is written
to even when this results in clearing the bit.
This shouldn't change anything in practice but it's a difference
that Dolphin wasn't taking into account, which made me waste some time
when I was writing a hwtest :/
This adjusts IOS IPC timing to be closer to actual hardware:
* Emulate the IPC interrupt delay. On a real Wii, from the point of
view of the PPC, the IPC interrupt appears to fire about 100 TB ticks
after Y1/Y2 is seen.
* Fix the IPC acknowledgement delay. Dolphin was much, much too fast.
* Fix Device::GetDefaultReply to return more reasonable delays. Again,
Dolphin was way too fast. We now use a more realistic, average reply
time for most requests.
Note: the previous result from https://dolp.in/pr6374 is flawed.
GetTicketViews definitely takes more than 25µs to reply.
The reason the reply delay was so low is because an invalid
parameter was passed to the libogc wrapper, which causes it to
immediately return an error code (-4100).
* Fix the response delay for various replies that come from the kernel:
fd table full, unknown resource manager / device, invalid fd,
unknown IPC command.
Source: https://github.com/leoetlino/hwtests/blob/af320e4/iostest/ipc_timing.cpp
This replaces usages of the non-standard __FUNCTION__ macro with the standard
mandated __func__ identifier.
__FUNCTION__ is a preprocessor definition that is provided as an
extension by compilers. This was the only convenient option to rely on
pre-C++11. However, C++11 and greater mandate the predefined identifier
__func__, which lets us accomplish the same thing.
The difference between the two, however, is that __func__ isn't a
preprocessor macro, it's an actual identifier that exists at function
scope. The C++17 draft standard (N4659) at section [dcl.fct.def.general]
paragraph 8 states:
"
The function-local predefined variable __func__ is defined as if a
definition of the form
static const char __func__[] = "function-name ";
had been provided, where function-name is an implementation-defined
string. It is unspecified whether such
a variable has an address distinct from that of any other object in the
program.
"
Thankfully, we don't do any macro or string concatenation with __FUNCTION__
that can't be modified to use __func__.
Currently, when immediately compile shaders is not enabled, the
ubershaders will be placed before any specialized shaders in the compile
queue in hybrid ubershaders mode. This means that Dolphin could
potentially use the ubershaders for a longer time than it would have if
we blocked startup until all shaders were compiled, leading to a drop in
performance.
- In D3D, shaders could be compiled on the main thread, blocking
startup.
- Reduced the latency between a pipeline being requested and used in all
backends in hybrid ubershader mode, when no shader stages were present.
- Fixed a case where async compilation could cause the same UID to be
appended multiple times to the UID cache.
- Fix incorrect number of threads being used when immediately compile
shaders was enabled.
Fixes a crash which could occur in platforms which do not support
buffer_storage, and EFB2RAM is enabled (which indirectly uses the
attributeless buffer).
While the code is namespaced out properly, the files weren't separated
into their own directory. This moves the files so that introducing a general
interface is easier in the future for supporting other architectures.
Lowest hanging fruit I could find with a profiler.
Not sure this stuff actually needs to be done, but assuming it is, why
not do it quickly? 10x faster, goes from 1% CPU to 0.09%.
Yes, this commit is only to blame OSX and Mali. Through the former supports unsynchronized mappings, the latter supports *no* way to stream dynamic data at all. Let's try to make bad news, as they ignore friendly feature requests. Maybe we just need to make more noise...
Some locales use non-breaking spaces as separators, so getting the
encoding right is important. If DolphinWX gets a string that isn't
valid UTF-8, it flat out won't display the string.
This enables shaders to be compiled while the game is starting, instead
of blocking startup. If a shader is needed before it is compiled,
emulation will block.
As these are stored in a map, operator< will become a hot function when
doing lookups, which happen every frame. std::tie generated a rather
large function here with quite a few branches.
We would want to improve the granularity here in the future, but for
now, this should avoid any performance loss from switching to the
VideoCommon shader cache.
This saves us from having to call GetPath when the same file is being
read over and over. (GetPath is more expensive than GetOffset due to
it iterating through parts of the file system and creating strings.)
The original reason I wanted to do this was so that we can replace
the Android-specific code with this in the future, but of course,
just deduplicating between DolphinWX and DolphinQt2 is nice too.
Fixes:
- DolphinQt2 showing the wrong size for split WBFS disc images.
- DolphinQt2 being case sensitive when checking if a file is a DOL/ELF.
- DolphinQt2 not detecting when a Wii banner has become available
after the game list cache was created.
Removes:
- DolphinWX's ability to load PNGs as custom banners. But it was
already rather broken (see https://bugs.dolphin-emu.org/issues/10365
and https://bugs.dolphin-emu.org/issues/10366). The reason I removed
this was because PNG decoding relied on wx code and we don't have any
good non-wx/Qt code for loading PNG files right now (let's not use
SOIL), but we should be able to use libpng directly to implement PNG
loading in the future.
- DolphinQt2's ability to ignore a cached game if the last modified
time differs. We currently don't have a non-wx/Qt way to get the time.
This saves us from having to hardcode strings, and it also gives
us strings in whatever format is appropriate on the current OS
(for instance, IIRC Windows uses Alt+F where other OSes use Alt-F).
This commit changes devices to always return IPCCommandResult rather
than just a return code for Open() and Close() in order to be able
to better emulate reply timing.
In hindsight, I should have considered we would want to emulate
timing when I cleaned up the device interface, but alas.
This rectifies that mistake.
There is code below that assumes the presence of those macros (by #undef'ing them), but none of the included headers provided them.
This fixes a build failure on OpenBSD where the undef'd macros _do_ get picked up later on in a compilation unit (through which include, I don't know), and thus shadow the Common::swap* functions.
tl;dr: This PR speedups dolphin on mobiles with the Mali GPU and ES 3.2
drivers by a factor of 10 by using the method with the biggest overhead.
Please keep care not to buy this shit!
The ARM driver team seems to care very well about their customers. But
bad luck, users and open source developers are *not* their customers. So
even device-independent feature requests are just ignored for *years*:
https://community.arm.com/graphics/f/discussions/4645/gl_ext_buffer_storage-support
The bad point, they neither implement any of the other common ways to
stream dynamic content in unextented GL:
- They just ignore the GL_MAP_UNSYNCHRONIZED_BIT flag
- They don't support on-device buffer updates and just stall with
glBufferSubData
It seems like no benchmark is using any dynamic content - and like no
customer cares about anything but benchmarks, or users...
We have a flag to disable the glBufferSubData way, this PR adds the flag
to also disable the unsychronized mapping way. The second one is
available since their ES 3.2 update, but slow as hell.
So how to continue? The last remaining technical way to stream dynamic
content at all is to alloc a new buffer per draw call with glBufferData.
This is very gross, but still a factor 10 speedup compared to stalling
the GPU. Small tests shows that you can expect another 3-5 times speedup
with EXT_buffer_data, so Mali would be on pair with Adreno here. So if
you have bought such a device unfortunately, please try to make noise on
your vendor forums/support and ask for this extension. If you are going
to buy a new mobile, I'd recormend to avoid *any* mobile with a Mali GPU
in it.
We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
The option is named DisableCopyToVRAM under the Hacks section in
GFX.ini. It is intentionally not exposed to the GUI, as users should not
need to use it under normal circumstances. The main use is debugging
issues in the EFB-to-RAM shaders.
This could cause glReadPixels() calls which assume no buffer is bound
(e.g. CPU EFB access) to fail. The problem was limited to devices which
don't support persistent mapping, as the map path is not otherwise.
Whenever udev_monitor_receive_device() returns a non-null pointer,
the device must be unref'd after use with udev_device_unref().
We previously missed some unref calls for non-evdev devices.
Both libusbhid (system library) and libhidapi (3rd party library)
provide a function called hid_init. Dolphin was being linked to both.
The WiimoteScannerHidapi constructor was calling hid_init without
arguments. libusbhid's hid_init expects one argument (a file path).
It was being called as if it was defined without arguments, which
resulted in a garbage path being passed in, and because of that,
the Qt GUI was failing to launch with the following error:
'dolphin-emu-qt2: @ : No such file or directory'
It's not guaranteed that the eventfd is smaller than the monitor fd,
because fds are not always monotonically allocated. To select()
correctly in all cases, use the max between the monitor fd and eventfd.
The console appears to behave against standard IEEE754 specification
here, in particular around how NaNs are handled. NaNs appear to have no
effect on the result, and are treated the same as positive or negative
infinity, based on the sign bit.
However, when the result would be NaN (inf - inf, or (-inf) - (-inf)),
this results in a completely fogged color, or unfogged color
respectively. We handle this by returning a constant zero for the A
varaible, and positive or negative infinity for C depending on the sign
bits of the A and C registers. This ensures that no NaN value is passed
to the GPU in the first place, and that the result of the fog
calculation cannot be NaN.
- Smplification of graphics backend startup/shutdown.
- Don't send complete message until CPU is ready to execute.
- Remove redundant stop message.
- Remove OSD message with backend name.
Otherwise we might get UB if the value we cast is larger than the
max value of the underlying type that the compiled picked for the enum.
I haven't done any extensive check through Dolphin to find cases
of this, I'm just fixing the cases I already know of.
Tested on a linux Intel Skylake integrated graphics with
blend_func_extended force-disabled, as it's the only platform I have
that doesn't crash with ubershaders and supports fb_fetch
It seems it doesn't like modifying inout variables in place - so instead
use a temporary for ocol0/ocol1 and only write them once at the end of
the shader
The advantage of std::list is that elements can be removed from the
middle efficiently, but we don't actually need that, because the
ordering of the elements doesn't matter for us. We can just replace the
element we want to remove with the last element and then call pop_back.
Replacing list with vector should speed up looping through the elements.
GameTracker's usage of GameFileCache is thread-safe even without
using a mutex. All of its access to GameFileCache happens on the
thread m_load_thread, except for the call to GameFileCache::Load,
which finishes before m_load_thread starts executing.
Starting with 5.0-5504, trying to launch DolphinQt2 from Visual Studio
shows the error message "The operation could not be completed. Undefined
error" instead of launching the exe file. (The exe gets created
correctly, it just doesn't get launched. It's possible to work around
the problem by launching the exe manually outside of Visual Studio, but
then you won't have an attached debugger automatically.) This commit
fixes that by removing headers from DolphinQt2.vcxproj's ClInclude list
that already are in the QtMoc list. (The problem was originally about
LogWidget.h and LogConfigWidget.h, but 5.0-5600 made the problem be
about CheatWarningWidget.h and GeckoCodeWidget.h instead.)
There are two reasons for this change:
1. It removes many repetitive lines of code.
2. I think it's a good idea to enable the use of old-style section
names even for settings that previously haven't been settable in game
INIs. Mixing the two styles in INIs (using the new style only for new
settings) is not ideal, and people on the forums don't even seem to
know that the new style exists (nobody knew a way to set ubershader
settings per game, for instance). Encouraging everyone to start using
only the new style might work long-term, but it would take take time
and effort to make everyone get used to it. Considering that this commit
*reduces* the amount of code by adding the ability to use old-style
names for more settings, I'd say that adding this ability is worth it.
Trying to force the XSI version by undefining _GNU_SOURCE can lead
to compilation errors on some systems because of headers expecting
that _GNU_SOURCE is defined.
This commit uses define checks to detect which version we have.
I tried making an overloaded function (int and const char*) instead,
but that led to a warning about one of the variants being unused.
The Time Base Register was added under the BAT registers. TBL and TBU
were ORed together to get one 64-bit value to display. It is labeled TB
The Graphics Quantisation Registers were added under the Segment
Registers. They are Labeled GQR0-GQR7.
All new registers are read only.
GLES doesn't support C-style array initialisers, so stuff like:
Type var[2] = {
VALUE_A,
VALUE_B
};
isn't supported in GLES (it was added in
GL_ARB_shading_language_420pack).
The texture conversion shader used this, so would fail to compile on
GLES.
The PC offset ADRP() path takes a s32 value, but the input offset was
being tested as abs(ptr) < 0xFFFFFFFF. This caused values between
0x80000000 and 0xFFFFFFFF to incorrectly use this path, despite the
offsets not being representable in an s32.
This caused a crash in the VertexLoader on android 8.1 immediate in wind
waker (and possibly all other apps on android 8.1) as the jit and data
sections happened to be loaded 4gb apart in virtual memory, causing some
pointers to hit this
Some homebrew expect exception handlers to be present -- which is
almost always the case on console, since most of the time homebrew are
launched from either a libogc or SDK title) -- and break if they are
not. To fix this, we just need to include default, dummy handlers.
Set HID0, HID4, GPR1 to values that are used by libogc for
initialisation. This makes boots more similar to a launch
from the HBC or another loader, since normally the registers
have already been initialised by the loader.
This fixes a crash in homebrew that assume GPR1 points to a correct
location and attempt to use it before initialising registers.
HLSL does not define roundEven(), only round(). This means that the
output may differ slightly for OpenGL vs Direct3D. However, it ensures
consistency across OpenGL drivers, as round() in GLSL can go either way.
These three instructions use the B field (bits 16-20 of the opcode)
to determine what the operand register is. However, the code was
using the path that uses the C field (bits 21-25).
This amends the code to use the B field (and also fixes the 64-bit PPC
opcodes, because why not?).
Fixes issue 10683.
This fixes the rendering of the scan visor in Metroid Prime 2: Echoes,
as seen in https://fifoci.dolphin-emu.org/dff/mp2-scanner/
The alpha channel was off-by-one on Ivy Bridge due to the rounding
after multiplication with colmat. This commit removes this matrix
altogether in most cases, making them simple GLSL swizzles.
This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.
Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
Currently, a simple typo in the system name will trigger an assert
message that complains about a "programming error". This is not
user friendly and misleading.
So this changes GetSystemFromName to return an std::optional, which
allows for callers to check whether the system exists and handle
failures better.
Manually convert each argument to a UTF-8 std::string, because the
implicit conversion for wxCmdLineArgsArray to char** calls ToAscii
(which is obviously undesired).
Fixes https://bugs.dolphin-emu.org/issues/10274
Also skips swapping the window system buffers in headless mode, as there
may not be a surface which can be swapped in the first place. Instead,
we call glFlush() at the end of a frame in this case.
Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.
We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
This was causing an issue where DolphinQt couldn't save graphics options
(DolphinWX doesn't hit this code path), because this function was being
called before the in-memory config was flushed to disk.
With this PR, the in-memory config isn't reset, and only SYSCONF-related
variables may get changed.
7f0834c9 moved the locations of the Real XFB (now XFB to RAM) and
Disabled XFB (now Immediate Mode) settings. There are programs
other than Dolphin that parse DTM headers, so this is not good.
Note that Immediate XFB actually is the inversion of Disabled XFB.
I hope that's not too much of a problem...
All file scope variables are able to be made internally linked.
CD3DFont is essentially used as an extension to the utility interface, so
this is able to be made internal as well, removing a global from
external view.
This lets Dolphin know if a configured GameCube Controller should actually
be treated as connected or not.
Talked to @JMC47 a bit about this last night. My use-case is that all of
my controllers are the same hardware (Xbox One controllers) so share the
same configuration (modulo device number). Treating them all as always
connected isn't a problem for most games, but in some (Smash Bros.) it
forces me to go find a keyboard/mouse and unconfigure any controllers
that I don't actually have connected. Hotplugging devices (works on macOS,
at least) + this patch remove my need to ever touch the Controller Config
dialog while in a game.
This patch makes the following changes:
- A new `BooleanSetting` in `GCPadEmu` called "Always Connected", which
defaults to false.
- `ControllerEmu` tracks whether the default device is connected on every
call to `UpdateReferences()`.
- `GCPadEmu.GetStatus()` now sets err bit to `PAD_ERR_NO_CONTROLLER` if
the default device isn't connected.
- `SIDevice_GCController` handles `PAD_ERR_NO_CONTROLLER` by imitating the
behaviour of `SIDevice_Null` (as far as I can tell, this is the only use
of the error bit from `GCPadStatus`).
I wanted to add an OSD message akin to the ones when Wiimotes get
connected/disconnected, but I haven't yet found where to put the logic.
This is already initialized in the class definition. This would
previously cause a -Wreorder warning on macOS, as m_config is
defined after m_currently_mapped.
Originally, Layer contained a std::map of Sections, which containted a std::map
containing the (key, value) pairs. Here we flattern this structure so that only
one std::map is required, reducing the number of indirections required and
vastly simplifying the code.
We need this because VS currently doesn't consider
std::is_trivially_copyable<typename
std::remove_volatile<SCPFifoStruct>::type>::value
to be true and because no compiler should consider it
to be true if we replace the volatiles with atomics.
No code is relying on this unexplained null byte check, since
the only code that calls UTF16ToUTF8 on non-Windows systems
is UTF16BEToUTF8, which explicitly strips null bytes.
Axis range was previously calculated as max + abs(min), which relies on the assumption that
min will not exceed 0. For (min, max) values like (0, 255) or (-128, 127), which I assume to
be the most common cases, the range is correctly calculated as 255. However, given (20,
235), the range is erroneously calculated as 255, leading to axis values being normalized
incorrectly.
SDL already handles this case correctly. After changing the range calculation to max - min,
the axis values received from the evdev backend are practically identical to the values
received from the SDL backend.
We shouldn't try to create folder names that contain characters
such as : or / since they are forbidden or have special meanings.
(No officially released disc uses such characters, though.)
There has been a lot of confusion about what the CPU clock override
section does among users, and looking at it… I’m not surprised! It
doesn’t directly state which CPU clock rate is being overridden!
This small change adjusts the language to clarify that the emulated CPU
is being adjusted.
The main problem was that the volume of the mixer wasn't savestated.
The volume is typically 0 at the beginning of a game, so loading a
savestate at the beginning of a game would lead to silent DTK audio.
I also added savestating to StreamADPCM.cpp.
Nowadays that Dolphin detects regions of discs properly and doesn't
force programs with unknown regions (such as homebrew) into running
under a certain region, the "Force Console as NTSC-J" option is
practically useless for making anything run correctly. Enabling it
is however an easy way to totally break many non-Japanese games.
The earlier code always tried to use TitleDatabase for getting
title names, but that didn't work for disc-based games, because
there was no way to get the maker ID.
Unlike VEN, the endpoint is determined by the value at 8-12.
If it's non-zero, HID submits the request to the interrupt OUT
endpoint. Otherwise, the request is submitted to the IN endpoint.
This commit changes HIDv5 to keep track of endpoints (like IOS does)
and use them when submitting interrupt transfers.
This implements /dev/usb/hid v5, found in IOS57, IOS58 and IOS59.
This is an initial implementation that ignores some differences
with VEN because I lack understanding of what IOS is actually doing
sometimes. These are documented on the WiiBrew article:
https://wiibrew.org/wiki//dev/usb/hid_(v5)
One major difference that this implementation handles is about IDs.
It turns out Nintendo has decided to include the interface number in
the top byte of HIDv5 device IDs, unlike VEN -- even though everything
else about ioctl 1 is otherwise the same!
USBv5 IOS resource managers share most of their code. Some ioctls
are even completely the same! So let's separate the common code
from the VEN specific stuff to make HIDv5 easier to implement.
The descriptor copy code is not actually the same in HIDv4 and VEN,
so it did not make a lot of sense to put it in USB/Common.cpp.
Separate and move it to HIDv4 and VEN.
This cleanup is important because there are even more differences
between HIDv4 and HIDv5.
Fix the device ID struct to reflect the actual structure used by IOS.
It turns out that offset 2 is the internal device index. The reason
that field seemed to be "0x1e - interface_number" is that IOS only
keeps track of 32 devices and always looks for free entries from
the end of the internal array. With each USB interface being exposed
as a separate USBv5 device, "0x1e - interface_number" was mostly
correct... but wrong!
We also made the assumption that the interface number can be
identified from just a USBV5 device ID, which is definitely not true.
VEN (and HID) keep track of the interface number in the internal struct
instead of "reconstructing" it from the device ID (which is normally
not possible if we were generating IDs correctly)
This commit fixes all of these inaccuracies.
Some lines of code in Dolphin just plainly grabbed the value of
g_ActiveConfig.iEFBScale, which resulted in Auto being treated as
0x rather than the actual automatically selected scale.
This reverts commit 1fc910b3ea,
replacing the old INI setting EFBScale with a new INI setting
called InternalResolution, which has a simpler mapping:
| EFBScale | InternalResolution
----------------- | -------------------- | --------------------
Auto (fractional) | 0 |
Auto (integral) | 1 | 0
1x | 2 | 1
1.5x | 3 |
2x | 4 | 2
2.5x | 5 |
3x | 6 | 3
4x | 7 | 4
5x | 8 | 5
6x | 9 | 6
All the fractional IRs were removed in f090a943.
It is not possible to tell whether DLC contents are supposed to be
present on the NAND or not, because they're treated as "optional".
So this commit changes the NAND check to not consider missing
contents for DLC titles as an issue.
"N/A" can be awkward to handle in translations.
I don't think there's much point in showing "N/A" rather than
leaving the description box blank, so let's just leave it blank.
Use std::string(cstring, strnlen(cstring, max_length)) instead of
trying to remove extra null characters manually, which is a bit
ugly and error prone.
And indeed, the original code contained a bug which would cause
extra NULLs to not be removed at all if the string did not
end with a NULL -- causing issues down the road when constructing
paths for sub-entries.
Because the Wii NAND size is finite, mark titles that were installed
only for booting as temporary, and remove them whenever we need to
install another title (to make room). This is exactly what the
System Menu does for temporary SD card title data.
Also clean up the way the system menu label is updated. We don't want
to access the NAND while emulation is running, and especially not
that many times per second on an unpredictable timing.
This commit removes the last usage of NANDContentManager in IOS code.
Another cleanup change is that loading ARM (IOS) binaries is now done
by the kernel in the BootIOS syscall, instead of being handled as a
special case in the MIOS code. This is more similar to how console
works and lets us easily extend the same logic to other IOS binaries
in the future, if we decide to actually load them.
This removes the hack that enables directly booting from WADs
without installing them first for the following reasons:
1. It makes the NAND content handling much more complicated than what
it should be and makes future changes like permissions or booting
NAND titles without a WAD more annoying to implement.
Because of this hack, we needed an extra level of abstraction
(NANDContent*) which has to read tons of things from the NAND, even
most of the time it's useless. This in turn forces us to have
caching, which is known to break titles and requires manual cache
invalidations. Annoying and error prone.
2. It prevents the WAD boot code from being easily accurate. With this
change, we can simply reuse the existing launch code, and ask IOS
to launch the title from the NAND.
3. The hack did not work that well since it did not cover a lot of ES
commands. And it works even less since the ES accuracy fixes.
This results in Dolphin returning inconsistent results: a
lot of the ES "DI" commands will just fail because the active title
is not installed on the NAND. uid.sys is not changed, etc.
And I'm not even talking about FS stuff -- where this would still
totally fail, unless we add even more unnecessary hacks.
This is not just theoretical -- the system menu and the Wii Shop are
known to behave strangely because the hack damages the NAND
structure, and we've already had several users report issues.
This commit makes it so WADs are always installed prior to launching.
A future commit will remove any code that was there only for the hack.
The GameCube's sample rate is slightly different due to a hardware bug.
The exact numbers are (54000000 / 1124) for GameCube and (54000000 / 1125)
on Wii. I also modified 32KHz mode. This fixes audio desyncs in several
GameCube games and severe issues in Sonic Mega Collection.
This updates the maker data to (mostly) mirror that of the Wiki:
https://wiki.dolphin-emu.org/index.php?title=GameIDs
Only maker ids from that page are now included in Dolphin. This
means no homebrew/unofficial makers.
Also, separate multiple maker names with a slash
A bunch of changes, looks mainly like bug fixes and code cleanup.
Notable changes:
- `cubeb_get_min_latency`'s signature was changed to take params via
pointer, requiring Dolphin code to be tweaked in two places.
- A fix for kinetiknz/cubeb#320, as reported by @shuffle2
- Fixed build on FreeBSD (kinetiknz/cubeb#344), as contributed by @endrift
Fixes a regression which broke running several Dolphin instances at the
same time on Windows. Thanks to exjam for spotting the issue
pretty much immediately. Sorry about that!
Also changes the file names to be more consistent on all platforms.
Assign a name to the CreateFileMapping handle on Win32 so third party
applications can read from Dolphin's memory and integrate with the
current emulation.
Built and tested, multiple sessions are still possible without
collisions.
There was a race condition between the video thread and the host thread,
if corrections need to be made by VerifyValidity(). Briefly, the config
will contain invalid values. Instead, pause emulation first, which will
flush the video thread, update the config and correct it, then resume
emulation, after which the video thread will detect the config has
changed and act accordingly.
Drivers can return VK_ERROR_OUT_OF_DATE_KHR from vkQueuePresentKHR, and
we should resize the image in this case, as well as when getting it back
from vkAcquireNextImageKHR.
Change the repair logic to fix issues more aggressively by deleting bad
titles. This is necessary because of a bug in Dolphin's WAD boot code.
The UI code was updated to inform the user about titles that will be
deleted if they continue a repair, before deleting anything.
Old versions of Dolphin are so broken regarding NAND handling that
we need this to repair common issues and avoid issues with titles
like the System Menu or the Wii Shop.
This isn't an exhaustive check, but this will catch most issues
and offer to fix them automatically (if possible).
Some of my WiiWare games does not have a maker :
- Blue's Journey : EAFPJ8
- Magician Lord : EACPJ8
- The King of Fighters '94 : EAGPJ8
- The Last Ninja : C9XPGX
- World Games : C9ZPGX
I noticed the Strong Bad games, FAST - Racing League, and Tetris Party
were lacking info in the game lists' maker column.
This adds the information based on the games' MakerID.
The newer title dumpers don't clobber tickets anymore (that's good!),
which means personalised tickets still have the console specific data
used to decrypt the title key in them. Dolphin should ignore that data
when importing WADs, because the title key has already been decrypted,
and we must not try to decrypt it *again*.
Makes the toolbar look more comfortable instead of all squished
together, and more similar to our current look.
Instead of setting a hardcoded minimal size for buttons, MakeActions()
now uses the maximum size hint width.
* remove useless units after 'zero' values
* reduce the size of 'Dolphin' to be more reasonable and look better
* avoid hardcoding the normal and small font sizes
Just create the AboutDialog on the stack -- the actual object lives on
the heap anyway, since Qt uses the pimpl idiom. Removes the need for
an explicit new and a special delete on close attribute.
EmulationStateChanged is functionally correct right now, but
ConfigChanged expresses more semantically why the config setting gets
re-read and the widgets updated.
There are two special cases that the DSP accelerator handles in a
special way: when the end address is of the form xxxxxxx0 or
xxxxxxx1.
For these two cases, the normal overflow handling doesn't apply.
Instead, the overflow check is different, the ACCOV exception never
fires at all, the predscale register is not updated, reads are not
suspended, and if the end address is 16-byte aligned, the DSP loops
back to start_address + 1 instead of the regular start_address.
When an ACCOV is triggered, the accelerator stops reading back anything
and updating the current address until the YN2 register is set.
This is kept track of internally by the DSP; this state is not exposed
via any register.
However, we need to emulate this behaviour correctly because some
ucodes rely on it (notably AX GC); failure to emulate it will result
in reading past the end and start address for non-looped voices.
When the current address is xxxxxxxf, after doing the standard ADPCM
decoding and incrementing the current address as usual to get the
next address, the DSP will update the predscale register by reading
2 bytes from memory, and add two to get the next address.
This means xxxxxx10 cannot be a current address, as the DSP goes
from 0f to 12 directly.
A more serious issue with the old code is that if the start address
is 16-byte aligned, some samples will always be skipped, even when
that should not be the case.
An easy way to test whether this behaviour is correct is to check
the current address register and the predscale after each read.
Old code:
...
ACCA=00000002, predscale=<value>
ACCA=00000003, predscale=<value>
...
ACCA=0000000f, predscale=<value>
ACCA=00000010, predscale=<another value>
ACCA=00000013, predscale=<another value>
ACCA=00000014, predscale=<another value>
...
New code (and console):
...
ACCA=00000002, predscale=<value>
ACCA=00000003, predscale=<value>
...
ACCA=0000000f, predscale=<value>
ACCA=00000012, predscale=<another value>
ACCA=00000013, predscale=<another value>
...
Slightly cleaner, allows DSP accelerator behaviour to be
added to both HLE and LLE pretty easily, and makes the accelerator
easier to unit test.
I chose to include all accelerator state as private members, and
to expose state that is accessible via registers with getters/setters.
It's more verbose, yes, but it makes it very clear what is part of
the accelerator state and what isn't (e.g. coefs).
This works quite well for registers, since the accelerator can do
whatever it wants internally. For example, the start/end/current
addresses are masked -- having a getter/setter makes it easier to
enforce the mask.
const char[1] and wxString() can both be converted to multiple common
types, so this results in an ambiguous conditional expression
compilation error (C2445)
These rely on instance state, or are used within instance-based class
member functions, so they should belong to the instance itself instead
of being file statics.
The logic is entirely the same; only the inputs and outputs are
different, so deduplicating makes sense.
This will make fixing accelerator issues easier.
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label
This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing.
This also places them into the Common namespace, as opposed to letting them sit in the global namespace.
SetFormat() is only ever used internally. ResetBuffer() is only
used to implement the VertexManagerBase class interface, so
there's no need to make it protected.
The "X.h" header *just* contains protocol constants, not functions or
typedefs - so stuff like "Display" and "Window" are not defined unless
you include "Xlib.h".
"Xrandr.h" happens to include "Xlib.h" itself, so enabling xrandr
effectively worked around this issue.
If we allocate a large amount of memory (A), commit a smaller amount,
then allocate memory smaller than allocation A, we will have already
waited for these fences in A, but not used the space. In this case,
don't set m_free_iterator to a position before that which we know is
safe to use, which would result in waiting on the same fence(s) next
time.
Calling vkCmdClearAttachments with a partial rect, or specifying a
render area in a render pass with the load op set to clear can cause the
GPU to lock up, or raise a bounds violation. This only occurs on MSAA
framebuffers, and it seems when there are multiple clears in a single
command buffer. Worked around by back to the slow path (drawing quads)
when MSAA is enabled.
Before this change, we simply fail if the device does not expose one
queue family that supports both graphics and present. Currently this is
fine, since devices tend to lay out their queues in this way. NV, for
instance, tends to have one queue family for all graphics operations and
one more for transfer only. However, it's not a hard requirement, and it
is cheap to use a separate queue, so we might as well.
Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
Based on hardware tests, masking occurs for the accelerator registers.
This fixes Red Steel and Far Cry Vengeance, which rely on this behavior
when reading back the current playback position from the DSP.
This reverts commit d23fd17e1a.
Dynamic sampler indexing is broken in VK_NV_glsl as of 385.41. The
performance gap doesn't seem to be as wide with the updated driver, so
to save maintaining two code paths, it's easier to just drop the
extension support completely.
ImgTec's driver uses a major.minor@changeID versioning system
This is packed into a double so "1.9@4850625" becomes "109.4850625"
The next release brnach is expected to be 1.10, hence the need for 2
digits for the branch minor.
The changeID should be unique for each build, but is shared over all
branches, so only makes sense to compare withing a branch.
It's likely branch 'major' versions will be used for major hardware
revisions, and the drivers for both maintained in parallel. Thus it
may not make sense to compare versions between different major
verisons - if/when this happens we can hook up a DriverDetails::Family
as needed.
CNTVCT_EL0 is force-enabled on all linux plattforms.
Windows is untested, but as this is the best way to get *any* low
overhead performance counters, they likely use it as well.
Within Cleanup(), it is called at *every* end of the block. This generates bigger code,
but it is the only way to handle blocks with multiple exit nodes.
This optimisation doesn't work on PowerVR's Vulkan implementation. We
(incorrectly) disallow Framebuffer objects to be used with a different
load or store op than that which they were created with, despite the
spec allowing such.
This fixes the windwaker intro "smearing"
Modernizes the arrays and makes future simplifications possible (e.g. usages within the software renderer).
It also makes cases where we use array->pointer decay explicit.
This apparently fixes https://bugs.dolphin-emu.org/issues/10499 somehow.
The first changed line of this commit is just for performance - the
second changed line is where the difference in behavior is.
Since all queues are FIFO data structures, the name wasn't informative
as to why you'd use it over a normal queue. I originally thought it had
something to do with the hardware graphics FIFO.
This renames it using the common acronym SPSC, which stands for
single-producer single-consumer, and is most commonly used to talk about
lock-free data structures, both of which this is.
Prevents resource managers that shouldn't be visible from being exposed
to titles.
This adds a new function to get features for an IOS version, and also
moves the version checks from the modules themselves to VersionInfo.
This hopefully documents some of the differences between IOS better
and should be slightly cleaner than having random version checks.
* IOCTL_WFSI_PREPARE_DEVICE -> IOCTL_WFSI_IMPORT_TITLE_INIT
(equivalent of ES_ImportTitleInit, also the official name)
* IOCTL_WFSI_IMPORT_TITLE -> IOCTL_WFSI_IMPORT_TITLE_CANCEL
(equivalent of ES_ImportTitleCancel)
The class NonCopyable is, like the name says, supposed to disallow
copying. But should it allow moving?
For a long time, NonCopyable used to not allow moving. (It declared
a deleted copy constructor and assigment operator without declaring
a move constructor and assignment operator, making the compiler
implicitly delete the move constructor and assignment operator.)
That's fine if the classes that inherit from NonCopyable don't need
to be movable or if writing the move constructor and assignment
operator by hand is fine, but that's not the case for all classes,
as I discovered when I was working on the DirectoryBlob PR.
Because of that, I decided to make NonCopyable movable in c7602cc,
allowing me to use NonCopyable in DirectoryBlob.h. That was however
an unfortunate decision, because some of the classes that inherit
from NonCopyable have incorrect behavior when moved by default-
generated move constructors and assignment operators, and do not
explicitly delete the move constructors and assignment operators,
relying on NonCopyable being non-movable.
So what can we do about this? There are four solutions that I can
think of:
1. Make NonCopyable non-movable and tell DirectoryBlob to suck it.
2. Keep allowing moving NonCopyable, and expect that classes that
don't support moving will delete the move constructor and
assignment operator manually. Not only is this inconsistent
(having classes disallow copying one way and disallow moving
another way), but deleting the move constructor and assignment
operator manually is too easy to forget compared to how tricky
the resulting problems are.
3. Have one "MovableNonCopyable" and one "NonMovableNonCopyable".
It works, but it feels rather silly...
4. Don't have a NonCopyable class at all. Considering that deleting
the copy constructor and assignment operator only takes two lines
of code, I don't see much of a reason to keep NonCopyable. I
suppose that there was more of a point in having NonCopyable back
in the pre-C++11 days, when it wasn't possible to use "= delete".
I decided to go with the fourth one (like the commit title says).
The implementation of the commit is fairly straight-forward, though
I would like to point out that I skipped adding "= delete" lines
for classes whose only reason for being uncopyable is that they
contain uncopyable classes like File::IOFile and std::unique_ptr,
because the compiler makes such classes uncopyable automatically.
I'm not sure why this hasn't popped up as an error on the buildbots,
but the build fails on my new install of VS2017. The error is C2445:
result type of conditional expression is ambiguous: types 'wxString'
and 'const char [1]' can be converted to multiple common types
to get bigger, breaking an optimization. This forces the emitter to use a
32bit pointer instead of an 8bit one, fixing the issue at the expense of
efficiency.
Seems like I was wrong that ANDI2R doesn't require a temporary register here.
There is *one* case when the mask won't fit in the ARM AND instruction:
mask = 0xFFFFFFFF
But let's just use MOV instead of AND here for this case...
Currently, GameFile returns a generic banner if the file didn't have one
available (either because the file format doesn't support it, or because
it's a Wii file without an associated save).
It makes more sense to handle the lack of banner in the UI layer. The
game list will use the generic missing banner explicitly (no change from before), and the game info window now omits the banner display entirely if the file didn't have one (since it's not useful to display/allow the user to save the "missing banner" banner).
Given a relatively recent proposal (P0657R0), which calls for deprecation of putting stuff into the global namespace when using C++ headers, this just futureproofs our code a little more.
Technically this is what we should have been doing initially, since an
implementation is allowed to not provide these types in the global
namespace and still be compliant.
It's strange to see GameTracker add its own initial paths in
construction, because you might expect a race condition where the
GameLoaded signal is emitted before it gets connected to in
GameListModel.
In fact, this doesn't happen, but only because of how it abuses the Qt
signals mechanism to load files asynchronously: GameLoader emits a
GameLoaded signal which gets forwarded to the GameTracker::GameLoaded
signal _after_ control returns to the event loop, at which point
GameListModel has connected.
This commit moves the logic of adding initial paths out of GameTracker
to a point after the signals are connected, which is more obvious and
doesn't rely on how GameTracker implements concurrency.
ifstream::read() sets the failbit if trying to read over the end, which
means that (!input) would be hit for the 'last' block if it wasn't
exactly BSIZE (1024) bytes.
Makes it easier to turn off general IOS messages that can be
distracting (e.g. /dev/net/ssl being opened hundreds of time...)
without losing the ability to view WFS messages.
The opagent library was (incorrectly) marked as a dependency for "Core"
instead of "Common".
When linked with --as-needed, any symbols the linker can tell are not
used are discarded. As the link is done in command-line order, and the
Core library (and dependencies) are processed before Common, it would
link in Core, then opagent, but as at that point no opagent symbols are
used the whole opagent library would be discarded.
Moving the opagent library to be a dependency of Common fixes this, as
after the Common library is linked, there *are* opagent symbols used.
This helpers are not for general CR calculation, they are just for the
common case of the sign extended result of integer instructions if the
rc bit is set.
They must not be used by other instructions like cmp, so there is no
need to be as flexible.
cmpi shall compare two signed 32 bit values. The used difference a-b
may overflow and so the resulting 32 bit value can't represent it.
A correct way would be cr = s64(a) - s64(b) and it should be done in
this way in the JITs, but the Interpreter shall implement the most
readable way.
Also drops the now unused helper function.
The switch statements in these functions appear to get transformed into
an if..else chain on NVIDIA's OpenGL/Vulkan drivers, resulting in lower
performance than the D3D counterparts. Transforming the switch into a
binary tree of ifs can increase performance by up to 20%.
Since we don't want users to have to configure the region manually
and always enforce one automatically, we should fall back to a region
that was likely to be chosen by the user instead of always using
PAL whenever the title region cannot be detected.
Dolphin doesn't mess with installed NAND titles like the system menu,
so it is a reliable indicator of what region the user wants.
"Pad size" just doesn't make much sense. Let's go with "Buffer size"
instead, since the control for it is labeled "Buffer".
(Another possibility is "Pad buffer size", but I'm against that,
because we've stopped referring to controllers as "pads" in almost
all GUI strings.)
* Add missing Language setting loading/saving. This was added after the
original OnionConfig PR, which is why support for it was missing.
* Change MovieConfigLoader to reuse ConfigInfos. Less duplication.
* Extract MovieConfigLoader::Save into SaveToDTM. The DTM should use
the current config and not just the movie layer. This makes more
sense than just saving the movie layer, which may not always exist,
and also fixes a crash that would happen when creating a new
recording because the movie layer wouldn't exist in that case.
(Plus, having to get the loader from the layer and call ChangeDTM
on it manually is not very pretty.)
Not really used anywhere yet, but useful for not having to duplicate
config locations and for getting rid of conflicts when I get around
to rebase my Main.Core and Main.DSP porting PR.
Settings that come from the SYSCONF are now included in Dolphin's
config system as part of the base layer. They are handled in a
special way compared to other settings to make sure they are only
loaded from and saved to the SYSCONF (to avoid different, possibly
contradicting sources of truth).
This could cause the first branch of the bootucode procedure, which
takes its parameters from the AX registers, to run during the ROM init
sequence. Since the ROM doesn't set any of the AX registers, the values
aren't meaningful, and can cause bad DMA transfers and crashes.
This adds a WiiWad constructor that takes a BlobReader, so that the
class can be used with more than just files from the host filesystem.
Required for using WiiWad with WADs from update partitions.
Must be 9 characters at most; otherwise the serial number will be
rejected by SDK libraries, as there is a check to ensure the string
length is strictly lower than 10.
This was breaking Metroid Prime 2: Echoes’s scanner in some rooms, such
as the one in https://fifoci.dolphin-emu.org/dff/mp2-scanner/
It was found on Ivy Bridge on Mesa, the alpha value read back from the
EFB was off-by-4 in multiple objects, which was a conversion error
because int4() is equivalent to floor() and the value wasn’t always
higher.
The casts to u32* are technically undefined behavior. The u8* cast is
left, as char/unsigned char is exempted from this rule to allow for
bvtewise inspection of objects (and this is what s8/u8 are typedefs of
on platforms we support).
Writing to 0x60 does actually not "init exception[s]" or anything like
that. Not at all. Rather, it *breaks* a check in Nintendo's SDK, which
makes it fail to realise that the hook hasn't been set up.
This prevents the SDK initialisation routines from writing the rest of
the hook instructions (total: 0x20 bytes), which in turn causes an
anti-piracy check to fail in some Ubisoft games (including Tintin).
Dolphin can be really amazing sometimes.
No clue where people got the 0 value from, or why it's labelled as
"time". As far as I can tell, it is always set to 0xffffffff by
official NAND titles, including the system menu.
It's not specific to WADs. The BS2 emulation boot code will also need
to update the state file.
Move the struct to Boot and add a helper function that will handle
reading + computing the checksum + writing the state file.
Sentret_C posted this comment on Transifex recently:
"What Dolphin refers to as "Table View" and "List View" are
similar to "List View" and "Grid View" in Steam, and I think
the Steam names describe them better."
I agree with that, so here's a commit that changes the names.
This is supposed to get efb2tex to the same texture as efb2ram, by applying the related efb copies as updates after each other, in the order of their creation.