The SDK seems to write "default" bounding box values before every draw
(1023 0 1023 0 are the only values encountered so far, which happen to
be the extents allowed by the BP registers) to reset the registers for
comparison in the pixel engine, and presumably to detect whether GX has
updated the registers with real values. Handling these writes and
returning them on read when bounding box emulation is disabled or
unsupported, even without computing real values from rendering, seems
to prevent games from corrupting memory or crashing.
This obviously does not fix any effects that rely on bounding box
emulation, but having the game not clobber its own code/data or just
outright crash is a definite improvement.
This fixes rendering issues in Viewtiful Joe (https://bugs.dolphin-emu.org/issues/12525), but it is not entirely hardware accurate, as hardware testing showed other, more complex behavior in this case. However, it should be good enough for our purposes.
Added RAII wrapper around the the JITPageWriteEnableExecuteDisable() and
JITPageWriteDisableExecuteEnable() to make it so that it is harder to forget to
pair the calls in all code branches as suggested by leoetlino.
This commit adds support for compiling Dolphin for ARM on MacOS so that it can
run natively on the M1 processors without running through Rosseta2 emulation
providing a 30-50% performance speedup and less hitches from Rosseta2.
It consists of several key changes:
- Adding support for W^X allocation(MAP_JIT) for the ARM JIT
- Adding the machine context and config info to identify the M1 processor
- Additions to the build system and docs to support building universal binaries
- Adding code signing entitlements to access the MAP_JIT functionality
- Updating the MoltenVK libvulkan.dylib to a newer version with M1 support
The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values
will be rounded to the extents of these groups, rather than the exact
pixel. To account for this, we'll round the top/left down to even and
the bottom/right up to odd. I have verified that the values resulting
from this change exactly match a real Wii.
The STL has everything we need nowadays.
I have tried to not alter any behavior or semantics with this
change wherever possible. In particular, WriteLow and WriteHigh
in CommandProcessor retain the ability to accidentally undo
another thread's write to the upper half or lower half
respectively. If that should be fixed, it should be done in a
separate commit for clarity. One thing did change: The places
where we were using += on a volatile variable (not an atomic
operation) are now using fetch_add (actually an atomic operation).
Tested with single core and dual core on x86-64 and AArch64.
Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.
This change should have no behavioral differences itself, but allows for changing the behavior of out of bounds tex coord indices more easily in the next commit. Without this change, returning tex0 for out of bounds cases and then applying the fixed-point logic would use the wrong tex dimension info (tex0 with I_TEXDIMS[1] or such), which is inaccurate.
Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.
Co-authored-by: Pokechu22 <Pokechu022@gmail.com>
It is no longer relevant for the current set of loaders after 7030542546. If it becomes relevant again, a static function named IsUsable or IsCompatibleWithCurrentMachine or something would be a better approach.
-Add pause state to FPSCounter.
-Add ability to have more than one "OnStateChanged" callback in core.
-Add GetActualEmulationSpeed() to Core. Returns 1 by default. It's used by my input PRs.