I am not confident there are no race conditions between s_write_mutex,
s_controller_write_payload_size, and s_controller_write_payload. But
this code should be safer than before.
s_controller_write_payload_size needs to remain an atomic because Read()
loads and stores without holding a mutex, Output() stores while holding
s_write_mutex, and ResetRumble() stores while holding s_read_mutex! I'm
pretty sure this code is wrong, specifically ResetRumble().
You can safely read or write non-atomic integers on multiple threads,
as long as every thread reading or writing it holds the same mutex
while doing so (here, s_mutex).
Removing the atomic accesses makes the code faster, but the actual
performance difference is probably negligible.
Add Diff button to CodeWidget
Add Code Diff Tool window for recording and differencing functions. Allows finding specific functions based on when they run.
This was requested by a forum user, and I thought why not.
It's a simple change to make since DiscIO already supports it,
and I assume command-line users know roughly what they're doing.
New dolphin-tool command: "header"
-b / --block_size
-c / --compression
-l / --compression_level
Informative RVZ/WIA header2 value "compression_level" is now a s32 instead of a u32, because negative compression is a thing.
Speaking of, it is now possible to use negative compression levels in dolphin-tool's convert command (not the GUI, though).
Turns out there's some Freeloader disc for the GC that triggers this
despite being a good dump. This warning is mostly intended to catch
Wii games that have been truncated at the 4.00 GiB or 4.38 GiB mark
anyway, and if someone does have a Datel dump that has been truncated,
they'll still get the "unusual size" warning.
If libusb fails to initialize, an assertion fails, but if that happens before the main window is created, then Dolphin just dies. Now, the panic alert is properly shown and the user can ignore it.
These messages hid other, more important, ones often. I have left AttemptMaxTimesWithExponentialDelay and GetSysDirectory/SetSysDirectory as info, since those are called infrequently and can be useful to the end-user.
This message would be logged, usually multiple times, for EVERY. SINGLE. PIXEL. That's pretty much useless and just makes the log unreadable. Plus, the current support (which acts as RGB8) is close enough that for end-user purposes, it's fine. I don't think the hardware backends support RGB565_Z16 and its antialiasing functionality correctly either, but they don't have similar logspam.
Previously we were using this workaround when using framebuffer fetch
to emulate dual source blending, but it seems like we also need to use
it when using framebuffer fetch to emulate logic ops, otherwise some
Adreno devices get a crash when compiling OpenGL ES ubershaders.
Using the workaround in specialized shaders doesn't seem to be
necessary, but I've made the same change there for consistency.
This gets us closer to fixing https://bugs.dolphin-emu.org/issues/12791
but doesn't actually fix it.
On devices which have hardware support for dual source blending
but not logic ops, this lets us skip performing the framebuffer
fetch in situations where the game isn't actually using logic ops.
Currently, the axes for the main and C sticks range from 0-255, with
128 being the mid-point; but this isn't symmetrical: the negative axis
has 128 values not including 0, while the positive axis has 127 values
not including 0.
Normalizing so that the range is 1-255 makes the positive and negative
axes symmetrical. The inability to yield 0 shouldn't be an issue as a
real GC controller cannot yield it anyway.
I.e. flush pokes before running an EFB peek, if the cache tile isn't present. If the cache tile is present, then EFB pokes should have been written to the cache tile and thus don't need to be flushed.
This saves the GUI from having to manually call SDIO_EventNotify.
With that out of the way, we can let users change the
"Insert SD Card" setting on Android while a game is running.
Previously, when Pause at End of Movie was disabled, the game would continue running as it should, but the menu bar would think the game was paused, showing the play button instead of the pause button. To make things worse, clicking the play button would then restart the game, instead of pausing or doing nothing. F10 paused/unpaused as normal, though.
The old behavior was essentially to enable stepping/pause mode (via `CPU::Break()`) and then if Pause at End of Movie was disabled, to un-pause on the host thread (via `CPU::EnableStepping(false)`). For reasons which aren't entirely clear to me, the first one notified the menu bar (through the `Host::UpdateDisasmDialog` callback, not the `Settings::EmulationStateChanged` one), and the second did not. In any case, this approach does not particularly make sense; I don't see any reason to pause and unpause if Pause at End of Movie is disabled; instead, we should only pause when Pause at End of Movie is enabled.
This behavior was probably introduced in c1944f623b, though I haven't tested it.
directly_mapped_vars was added in #69 (4129b30494), but for some reason FIFO_BP_LO/HI were split out from it in in #885 (65af90669b). As far as I can tell, this code (and the code that existed at the time) is identical, so there's no reason to have it handled separately.
In a code block where a guest register is accessed at least twice and the
last access is a write and the register is not discardable immediately
after the second-to-last instruction (perhaps there is an instruction
in between that can cause an exception), currently Dolphin's JITs will
flush the register after the second-to-last instruction.
It would be better if we replaced the flush after the second-to-last
instruction with a flush that only happens if the exception path is
taken. This change accomplishes that by marking guest registers as
"in use" not just when they are used as inputs but also when they are
used as outputs, preventing the loop in DoJit from flushing the
register until after the last access.
This makes codegen faster (by perhaps 10-20% in the case of Jit64,
I didn't measure too closely), which helps speed up NBA Live 2005
a little. But the game still has serious performance issues.
The DSP JIT only applies on x64, so if it doesn't work on esoteric compilers then that's not a problem. (And if it fails to compile, then it'll still produce an error on that platform, just no warnings on other platforms)
The size variable started to be unused when I created std::array variants of ReadArray, but we should follow it in case any files have fewer registers stored than they should (otherwise the remaining registers would end up with garbage data from later in the fifolog). Though, there probably aren't many fifologs where this is relevant.
Large amounts of logging can have an impact on performance, so moving the ones that have been determined to not matter to the warn level gives a way to hide those messages without hiding actual errors (and also gives a fast visual way of distinguishing between ignored and non-ignored ones due to the different colors).
Fixes https://bugs.dolphin-emu.org/issues/12827.
A description of what was going wrong:
JitArm64::Init first calls CodeBlock::AllocCodeSpace, after which
CodeBlock and Arm64Emitter consider us to have 96 MB of code space
available. JitArm64::Init then calls AddChildCodeSpace, which is
supposed to take 64 MiB of that space and give it to m_far_code.
CodeBlock's view of how much space there is gets updated from 96 MiB
to 32 MiB, but due to the missing call, Arm64Emitter keeps thinking
that it has 96 MiB of space available.
The last thing JitArm64::Init does is to call ResetFreeMemoryRanges.
This function asks Arm64Emitter how much code space is available and
stores a range of that size in m_free_ranges_near, meaning that
m_free_ranges_near ends up being backed by both nearcode and farcode!
This is a ticking time bomb; as soon as we grab memory from
m_free_ranges_near which is backed by farcode, we're in trouble.
The crash I ran into in my testing was caused by fastmem code being
allocated in farcode (our backpatch handler only handles accesses made
from nearcode), but you may as well get errors caused by code intended
for nearcode overwriting code intended for farcode or vice versa.
So why did NBA Live 2005 crash when most games had no problems,
and why was the bug bisected to the commit that increased the size
of far code from 16 MiB to 64 MiB? Well, as long as we're only
using the first 32 MiB of the big 96 MiB range, everything works.
What happens with NBA Live 2005 (I have not investigated exactly
through what mechanism this happens) is that at some point the range
in m_free_ranges_near gets split into two ranges, one which is
backed by nearcode and one which is backed by farcode. Dolphin
prefers to select the biggest range available (we don't want to
pick a tiny 1 KiB range that may not be able to fit the whole block
we're about to emit, after all), and after increasing the size of
farcode to 64 MiB, farcode is bigger than nearcode.
It doesn't make sense for alpha to add the bias ONLY when dividing by 2, while color doesn't apply the bias for divide by 2 only; hardware testing indicates that alpha should have the bias.
This fixes the menus in Mario Kart Wii (https://bugs.dolphin-emu.org/issues/11909) but reintroduces the white rectangle in Fortune Street.
This reverts commit 5aaa5141ed (and several other matching changes elsewhere).
Turning off primitive restart increases performance a lot on
Adreno for some reason. We're talking numbers like 50%-100% faster
in situations which are bottlenecked by rendering.
* Disabled: disables the overlay pointer
* Follow: default behaviour, IR pointer follows touch position
* Drag: IR pointer moves relative to the initial touch event position
At least in GLSL, after calling EmitVertex() the value of all 'out' variables (including gl_Layer and ps) becomes undefined. On OpenGL it seems like they were unchanged, but on Vulkan they became 0, resulting in bad rendering.
Fixes https://bugs.dolphin-emu.org/issues/12001
Currently, disabling mGBA when building gets rid of the ability to
change the GBA saves directory in DolphinQt, but it doesn't actually
get rid of Dolphin loading and storing the setting and creating the
folder. If the setting is set to a path you don't want to use
(perhaps you are trying to turn Dolphin portable), this is annoying.
To avoid accidentally making mistakes like this in the future,
I'm gating the existence of the setting behind an ifdef.
DiscIO depends on some IOS functions and other functions, which are in Core and not Common. This results in link errors if using DiscIO on its own (which is why DolphinTool had a listed dependency on videocommon; videocommon has a dependency on core so adding that made things build).
Fixes a crash that could occur if the static constructor function for
the MainSettings.cpp TU happened to run before the variables in
Common/Version.cpp are initialised. (This is known as the static
initialisation order fiasco.)
By using wrapper functions, those variables are now guaranteed to be
constructed on first use.
If the purpose of calling SetFullscreen using RunAsCPUThread is
to make sure that the GPU thread is paused, the fix in ef77872
is faulty when dual core is used and a panic alert comes from
the CPU thread. This change re-adds synchronization for that case.
The fix in ef77872 worked for panic alerts from
the CPU thread, but there were still problems with
panic alerts from the GPU thread in dual core mode.
This change attempts to fix those.
Using unsigned char* or signed char* results in a deprecation warning, which is treated as an error. It needs to be casted to regular char* for it to work.
At least in MSVC (which is not restricted from targetting C++20), these can be resolved to either std::format_to or fmt::format_to (though I'm not sure why the std one is available). We want the latter.
This format string is by definition dynamic and can't be checked at compile time. There are other similar strings in the log handler and in asserts, but they use vformat and thus don't need fmt::runtime. We might be able to do a similar thing where the untranslated string is compile-time checked, but FmtFormatT is used in so few places that I don't want to handle that in this PR.
This syntax is allowed by GLSL, but HLSL doesn't allow it. This meant that games using R8 comparisons in equal mode would produce shaders that failed to compile. Super Mario Galaxy's water levels were affected by this.
This matches BootManager.cpp's old behavior.
Note: The other settings of the "Controls" section (WiimoteSource
and WiimoteSourceBB) are still handled in BootManager.cpp.
The "DSP" game INI section name was supported by BootManager.cpp
before the section was ported to the new config system.
For backwards compatibility, we should keep supporting it.
Should fix https://bugs.dolphin-emu.org/issues/12792
HRWrap now allows HRESULT to be formatted, giving useful information beyond "it failed" or a hex code that isn't obvious to most users. This commit does not add any uses of it, though.
This option has always existed since it's used by FifoCI, but now it can be changed at runtime. Looping is something that should almost always be on, but it can be useful to turn it off when frame-dumping is enabled so that hundreds of copies of the same frame aren't created. Before, turning it off required restarting Dolphin.
This extends the timeout to 30 seconds, so users who have brief
connection issues won't be so swiftly disconnected, allowing the
NetPlay session to continue.
Now, enums are properly displayed, and BitFieldArray is also displayed nicely. Signed values also work correctly, and 1-bit fields are not treated as bools unless the bitfield is explicitly marked as a bool.
These tends to get requested from either pure GDB or Ghidra. They reduce the verbosity of the communications. The QSupported packet is also important to implemnent for future proofing too.
The stub was made with the assumption that the GDB architecture is rs6000:6000, but the closest is actually powerpc:750 which features much more SPR that the gekko supports, but it also has slightly different ID. This commit now assumes the more proper powerpc:750.
We don't use sampler2DMS, but we do use sampler2DMSArray.
I can't reproduce it on my phone, but a user who was running GLES
on a Tegra X1 reported a shader compilation error related to this.
Mainly concerns to building with Ninja, as that's what I tested it with.
Originally it would only prepend the first path with `/external:I`,
however all paths in the list have to be prepended with `/external:I`.
The MS documentation seems to support this, as it makes no mention of it
accepting a list.
This is probably the worst way to implement this, I am unfamiliar with
CMake.
It's always a good sign when the comments say "this will definitely
crash" and "I don't know if this is for a good reason".
Fixes https://bugs.dolphin-emu.org/issues/12762.
These GetPointer calls could cause crashes, in part because the
callers didn't do null checks and in part because GetPointer
inherently is unsafe to use for accesses larger than 1 byte.
The actual values don't matter since we overwrite all of the relevant fields, but other bits were not initialized (e.g. the top 12 bits of X10Y10), so the warning was semi-valid.
This piece of code is rather hard to understand, but my best guess
at what it's trying to do is that it tries to create opportunities
to skip writing CRs back to ppcState if we know that there are no
CR instructions (or branch instructions, etc) between an instruction
that writes to a CR register and the next blr. This is technically
inaccurate emulation, but as long as games don't do anything too
weird with their ABIs, I suppose it doesn't break anything.
So why do I want to get rid of it? Well, other than breaking some
hypothetical weird game, I imagine it could trip up people trying
to debug a game who are looking at the CR contents. And the code
is just plain confusing. (blr clearly doesn't write to CRs!)
Videocommon also depends on core, which resulted in linking errors (though I'm not sure why). Ideally, dolphintool woudln't depend on videocommon... but some stuff in core does.
Previously, EFB copies would be in the middle of other objects, as objects were only split on primitive data. A distinct object for each EFB copy makes them easier to spot, but does also mean there are more objects that do nothing when disabled (as disabling an object only skips primitive data, and there is no primitive data for EFB copies).
This also adds the commands after the last primitive data but before the next frame as a unique object; this is mainly just the XFB copy. It's nice to have these visible, though disabling the object does nothing since only primitive data is disabled and there is no primitive data in this case.
It became irrelevant in 952dfcd610, when the define was removed; now, the code the comment is referring to is in JitRegister.cpp, and oprofile is controlled by cmake.
My change in 867cd99 caused farcode to fill up much more than before.
Most games still ran fine, but certain games would have multiple
cache clears per minute, on top of being overall slow.
Maybe there's something prettier we can do about this than just
allocating more RAM, but we have the resource budget for making
Dolphin use more RAM, so I consider increasing the size of the
cache to be a good solution at least for the time being.
At least for Prince of Persia: The Forgotten Sands, 48 MB isn't
enough to stop the cache clears, but 64 MB is. (I only played the
game for a few minutes when testing, though.)
To do this, I had to decouple framebuffer fetch from shader blending. We need to be able to access framebuffer fetch input when using shader logic ops.
If InputConfig::LoadConfig() was called once with a non empty/customized config,
then called again after manually deleting the config (dolphin calls LoadConfig() every time it opens the mapping widget),
the second load would fail to clear the values on any non first EmulatedController and would instead keep the
previous config values despite it being deleted (while it would instead correctly default the first EmulatedController).
This is not a big bug though the code is better now.
Fixes bug: https://bugs.dolphin-emu.org/issues/12744
Before e1e3db13ba
the ControllerInterface m_devices_mutex was "wrongfully" locked for the whole Initialize() call, which included the first device population refresh,
this has the unwanted (accidental) consequence of often preventing the different pads (GC Pad, Wii Contollers, ...) input configs from loading
until that mutex was released (the input config defaults loading was blocked in EmulatedController::LoadDefaults()), which meant that the devices
population would often have the time to finish adding its first device, which would then be selected as default device (by design, the first device
added to the CI is the default default device, usually the "Keyboard and Mouse" device).
After the commit mentioned above removed the unnecessary m_devices_mutex calls, the default default device would fail to load (be found)
causing the default input mappings, which are specifically written for the default default device on every platform, to not be bound to any
physical device input, breaking input on new dolphin installations (until a user tried to customize the default device manually).
Default devices are now always added synchronously to avoid the problem, and so they should in the future (I added comments and warnings to help with that)
This fixes the bad rendering on the first frame when using the software renderer: the software renderer's Z buffer started out at 0, but most games clear it to 0xffffff instead; this means that things don't render correctly except for in the regions where the screen was cleared by an EFB copy earlier in the frame.
The system menu does clear the RTC flags, but we currently aren't updating the cache file, and since we clear them the system menu doesn't know to update the cache either. This means that launching a game via the system menu, and then launching a game directly and exiting via HOME will result in the system menu using an outdated cache and displaying the old game. This causes it to fail to launch the game on the disc channel (since it doesn't match the cache), resulting in it resetting (though it will ignore the cache after resetting). Not clearing the cache avoids this issue.
PNG_FORMAT_RGB and PNG_COLOR_TYPE_RGB both evaluate to 2, but PNG_FORMAT_RGBA evaluates to 3 while PNG_COLOR_TYPE_RGBA evaluates to 6; the bit indicating a palette is 1 while the bit indicating alpha is 4.
Fixes Bomberman Jetters in single core mode.
When single core mode pauses the CPU to execute the GPU
FIFO it greedily executes the whole thing. Before this commit,
Finish and Token interrupts would happen instantly, not even
taking into account how long the current FIFO window has
taken to execute. The interrupts would be effectively backdated
to the start of this execution window.
This commit does two things: It pipes the current FIFO window
execution time though to the interrupt scheduling and it enforces
a minimum delay of 500 cycles before an interrupt will be fired.
Being able to preserve the address register is useful for the
next commit, and W0 is the address register used for loads. Saving
the address register used for stores, W1, was already supported.
If a host register has been newly allocated for the destination
guest register, and the load triggers an exception, we must make
sure to not write the old value in the host register into ppcState.
This commit achieves this by not marking the register as dirty
until after the load is done.
This does this following things:
- Default to the runtime automatic number of threads for pre-compiling shaders
- Adds a distinct automatic thread count computation for pre-compilation (which has less other things going on
and should scale better beyond 4 cores)
- Removes the unused logical_core_count field from the CPU detection
- Changes the semantics of num_cores from maximaum addressable number of cores to actually available CPU cores
(which is also how it was actually used)
- Updates the computation of the HTT flag now that AMD no longer lies about it for its Zen processors
- Background shader compilation is *not* enabled by default
Removed useless locks to DeviceContainer::m_devices_mutex, as they were all already protected by m_devices_population_mutex.
We have no interest in blocking other threads that were potentially reading devices at the same time so this seems fine.
This simplifies the code, and I've adjusted a few comments which mentioned possible deadlock that should now be totally gone.
The deadlock could have happen if a thread directly called EmulatedController::UpdateReferences(), while another another thread also reached EmulatedController::UpdateReferences() within a call to ControllerInterface::UpdateDevices(), as the mentioned function locked both the DeviceContainer::m_devices_mutex and s_get_state_mutex at the same time.
The deadlock was frequent on game emulation startup on Android, due to the UpdateReferences() call in InputConfig::LoadConfig() and the UI thread triggering calls to ControllerInterface::UpdateDevices().
It could also have happened on Desktop if a user pressed "Refresh Devices" manually in the UI while the input config was loading.
Also brought some UpdateReferences() comments and thread safety fixes from https://github.com/dolphin-emu/dolphin/pull/9489
This commit changes the default value of Fast Texture Sampling to true, and also moves the setting that controls it to the experimental section of the advanced tab. This is its own commit so that it can be easily reverted when we want to default to Manual Texture Sampling.
Co-authored-by: JosJuice <josjuice@gmail.com>
Specifically, when using Manual Texture Sampling, if textures sizes don't match the size the game specifies, things previously broke. That can happen with custom textures, and also with scaled EFB copies at non-native IRs. It breaks most obviously by not scaling the texture coordinates (so only part of the texture shows up), but the hardware wrapping functionality also assumes texture sizes are a power of 2 (or else it will behave weirdly in a way that matches how hardware behaves weirdly). The fix is to provide alternative texture wrapping logic when custom texture sizes are possible.
Note that both GLSL and HLSL provide a fwidth (fragment width) function defined as `fwidth(p) = abs(dFdx(p)) + abs(dFdy(p))`. However, it's easy enough to implement this ourselves (and it makes the code a bit more obvious).
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.