* Changed the SI buffer processing so that transfers do not have to be completed instantly
* Added a second socket at port 49420 (0xc10c) which sends clock information to the GBA slaves
* Handled disconnections from the GBA and GC
* Made the transfers asynchronous
* Blocks the socket before the connection times out
Requires VBA-M SVN 1235 or later.
Prior to this refactor, certain options would cause the game list to refresh when the config modal dialog is closed (such as adding a folder to the path list). This restores that functionality.
Prior to this, ConfigMain.cpp was a large (52KB) cpp file that contained all of the UI setting code.
This breaks up the config code into subclasses of wxPanel, which are then just instantiated to add to the settings wxNoteBook. This keeps all the settings categories separated from one another and also cleans up the code in general.
Otherwise, it would work but any async sending would be delayed by 4ms or
wait until the next packet was received.
Also increase the client timeout to 250ms, since enet_host_service is now
really interrupted.
Add std::unique_ptr<sf::Packet> objects to a queue instead of functions,
makes things easier to read, and avoids headaches while checking the
lifetime of the concerned objects.
Using BindToRegister from the register caches causes the register bound to be marked dirty.
Using the regular R() function from the register caches loads the registers without being dirty.
When implementing new instructions make sure to BindToRegister registers that become dirty.
With my previous changes Dolphin would fail to create the user directory if it didn't exist, and would dump all the configuration options in to the cwdir.
This was a bit more complicated to fix in a clean fashion, so I took to moving around code concerning user directories.
Instead of having GetUserPath serve a dual purpose of both getting and setting our user directories, break out to a new SetUserPath function.
GetUserPath will know only get the configured user path.
SetUserPath will set our user paths and setup the internal user path state.
This ending up being a lot cleaner overall, which is nice. Also less mind bending when attempting to read the code.
So now we won't dump all of our configuration in to the cwdir if ~/.dolphin-emu isn't found.
Fixes issue 8371.
It turns out that the offsets of the data in the return buffer matter: the
offset 0x340 is hardcoded into the code that uses the result.
With that fixed, get rid of the completely wrong 0x80000000 hack.
psq_st performs one store, and psq_ld one load, from the perspective of the
MMU; getting this wrong leads to potentially incorrect behavior (incorrect page
faults, weirdness with the gather pipe, etc.). Fix this, and stop masking
the address when checking for gather pipe writes.
Also a bunch of cleanup.
This came up from the discussion we were having prior about dumping half of a kilobyte of VFP registers to the stack is insanity.
This was due to me basically copying exactly what I did on ARMv7's paired loadstores, where the impact is less since we only use the bottom 64bits of
the VFP registers.
So I decided to think about how to improve upon this since I got called out on my terrible code.
The solution I have come up with is instead of jumping to the common ASM routine and having that check if it needs to take the fastmem or slowmem
routes, just inline the check in to the JIT block and jump to either a fastmem or slowmem handler.
Fairly simple, and this allows us to only flush the registers that are required when doing so. Should give a reasonable increase in performance for
games that use the slowmem path quite a lot.
We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec.
If we are running as GLES then just not put it in the shaders.
Activity Monitor can start activities by using adb to invoke it.
This will allow us to set the user directory and autostart file from adb.
adb shell am start -n org.dolphinemu.dolphinemu/.gamelist.GameListActivity -e AutoStartFile /sdcard/AC.gcz -e UserDir /sdcard/dolphin-emu2/
This allows more automated testing to be done with Dolphin on Android.
Cleared the default mapping of hotkeys as they were conflicting with the key shortcuts.
Removed the Open, Change Disc, Refresh List and Exit hotkeys as they work only when driven from the menu.
- Simplified the locking mechanism when controllers were updated
- Reloaded the config of the controls instead of re-initialising the control plugins
- Fixed controls being unresponsive after the Refresh button was pressed
- Disables the hotkeys while the controller config is open