https://bugs.dolphin-emu.org/issues/12029
We currently have one way of opening the menu on touch screen
devices (swiping down from the top of the screen to bring up the
action bar and selecting the menu in the action bar), and another
way of opening the menu on Android TV (pressing Back). However,
some devices that claim to support touch (or don't support
leanback? Dolphin currently conflates the two) don't actually let
you swipe down from the top of the screen in the way that Dolphin
expects, notably Chromebooks. There are also some phones where you
can swipe down from the top of the screen but this for some reason
doesn't lead to the action bar becoming visible, though we are
getting less reports about this nowadays than in the past.
This change makes us use the Back method on all devices,
since it should work on all devices with no significant drawbacks.
Unfortunately, we not only have two different ways of triggering
the menu but actually two entirely different menus, with the
non-touch menu not implementing options that only are revelant
when using a touch screen. A later commit will add the missing
features to the menu that we now use on all devices.
The reason why the finish() call was added no longer exists.
(Also, there was never a duplicate SettingsActivity as far as
I can tell, only a duplicate SettingsFragment.)
Fixes https://bugs.dolphin-emu.org/issues/12245.
I considered making a change to DolphinQt instead of
the core, but then additional effort would've been
required to add the same fix to the Android GUI once
we start using the new config system there.
It's possible (but rare) for a WIA or RVZ file to support
this for some partitions but not all, and for the game and
the blob code to disagree on how large a partition is.
In particular, I wanted to do change this in
AudioInterface::Init so that dumped GC audio doesn't need
to have a file split (changing from 32000 Hz to 32029 Hz)
when the emulated software initializes the AI registers.
I've also made the same change to DI's DTK code.
The heuristic was not allocating enough space for Metroid: Other M,
at least when using the default settings. (This didn't break the
file, it just caused some headers to be placed at the end of the
file instead of at the start and wasted a few hundred kilobytes.)
The new hash check catches essentially all desync problems
that VolumeVerifier can catch, so from the user's perspective,
such problems will result in Dolphin refusing to start the
game on netplay rather than actually getting a desync.
This moves the scan thread logic and variables into a separate
ScanThread class. By turning ScanThread instances into members of the
most derived class, this ensures that the scan thread is always
properly stopped when the most derived class is destructed and fixes
a race condition that could cause the scan thread to call virtual
member functions from a derived class whose members have already
been destructed.
A drawback of this approach is that the scan thread must be the last
member variable, so this commit also adds static assertions to ensure
that the assumption stays valid.
The "FindLibLZMA.cmake" module in CMake versions prior to 3.14 do not
set an alias like how Externals/liblzma/CMakeLists.txt does, so builds
performed using one of those older CMake versions will fail if the
system LZMA library is detected. To fix this, we need to link against
"lzma" instead of "LibLZMA::LibLZMA".
Fixes: b59ef81a7e ("WIA: Implement bzip2, LZMA, and LZMA2 decompression")
When I first made VolumeVerifier, I figured that the distinction
between an unsigned ticket and an unsigned TMD was a technical
detail that users would have no reason to care about. However,
while this might be true for discs, it isn't equally true for
WADs, due to the widespread practice of fakesigning tickets to
set the console ID to 0. This practice does not require
fakesigning the TMD (though apparently people do it anyway,
at least sometimes...), and the presence of a correctly signed
TMD is a useful indicator that the contents have not been
tampered with, even if the ticket isn't correctly signed.
FCVT doesn't necessarily round to zero, so the result
might be inaccurate if we use it. To ensure correct
rounding, we use FCVTS from double FPR to 32-bit GPR.
Unfortunately, FCVTS can't do double FPR to single FPR.
This is now unused. Seems like it was an improper fix
(there would be a race if saving the screenshot took longer
than 2 seconds) back when it was used too.
Just for maintainability. This is a shorter and more standard
solution compared to our current one where the Fragment
persists the Settings and passes it to the Activity.
The intent here is to generate a more compact instruction if a 32-bit
immediate can be zero-extended to the desired 64-bit immediate.
Nowadays the emitter is smart enough to do this for us, so this logic is
redundant.
There's no need to load the 64-bit immediate into a temporary register.
x64 will sign-extend 32-bit immediates to 64 bits, giving us the exact
value we need in this case.
48 C7 C0 00 00 FF FF mov rax,0FFFFFFFFFFFF0000h
48 21 C2 and rdx,rax
48 81 E2 00 00 FF FF and rdx,0FFFFFFFFFFFF0000h
- LEA is a bit silly when the source and the destination are the same. A
simple ADD or SHL will do in those cases.
66 8D 04 45 00 00 00 00 lea ax,[rax*2]
66 03 C0 add ax,ax
48 8D 04 00 lea rax,[rax+rax]
48 03 C0 add rax,rax
66 8D 14 D5 00 00 00 00 lea dx,[rdx*8]
66 C1 E2 03 shl dx,3
- When scaling by 2, consider summing the register with itself instead.
The former always needs a 32-bit displacement, so the sum is more
compact.
66 8D 14 45 00 00 00 00 lea dx,[rax*2]
66 8D 14 00 lea dx,[rax+rax]
Other than the controller settings and JIT debug settings,
these are the only settings which were defined in Java code
but not defined in the new config system in C++. (There are
still a lot of settings that are defined in the new config
system but not yet saveable in the new config system, though.)
Instead of comparing the game ID, revision, disc number and name,
we can compare a hash of important parts of the disc including
all the aforementioned data but also additional data such as the
FST. The primary reason why I'm making this change is to let us
catch more desyncs before they happen, but this should also fix
https://bugs.dolphin-emu.org/issues/12115. As a bonus, the UI can
now distinguish the case where a client doesn't have the game at
all from the case where a client has the wrong version of the game.
The CMake Windows build was broken because of me adding a usage
of std::codecvt_utf8_utf16 to StringUtil.cpp. Kinda silly to have
a warning for an API with no standard replacement available...
Turns out, Gamecube games actually do check DILENGTH, and if DILENGTH is at 0, they'll think the transfer completed successfully even if DEINT is used, since after all, surely that means everything was sent. That caused all sorts of issues, from audio looping when a disc is removed since it's re-using the same buffer to just flat-out crashing instead of showing the disc removed screen.
In particular:
- Trying to play audio in a non-ready state returns the state-specific error, not an audio buf error
- Audio status cannot be requested in non-ready states
- The audio buffer cannot be configured in states other than ReadyNoReadsMade
- Using the stop motor command while the motor is already stopped doesn't change states
Additionally, the internal state IDs are used (which distinguish ReadyNoReadsMade and Ready), instead of the state IDs exposed in request error. This makes some of the weird behavior a bit more obvious.
State and error behavior of the seek command was not implemented in this commit.
It is my opinion that nobody should use NKit disc images without
being aware of the drawbacks of them. Since it seems like almost
nobody who is using NKit disc images knows what NKit is (hmm, now
how could that have happened...?), I am adding a warning to Dolphin
so that you can't run NKit disc images without finding out about the
drawbacks. In case someone really does want to use NKit disc images,
the warning has a "Don't show this again" option. Unfortunately, I
can't retroactively add the warning where it's most needed:
in Dolphin 5.0, which does not support Wii NKit disc images.
That a device doesn't have a touchscreen doesn't necessarily mean
that it doesn't support rumble (though it is usually the case).
setPhoneVibrator already contains a check for whether the device
supports rumble, so we can simply remove the touchscreen check.
Pretty much the same optimization we did for AVX, although slightly more
constrained because we're stuck with the two-operand instruction where
destination and source have to match.
We could also specialize the case where registers b, c, and d are all
distinct, but I decided against it since I couldn't find any game that
does this.
Before:
66 0F 57 C0 xorpd xmm0,xmm0
66 41 0F C2 C1 06 cmpnlepd xmm0,xmm9
41 0F 28 CE movaps xmm1,xmm14
66 41 0F 38 15 CC blendvpd xmm1,xmm12,xmm0
44 0F 28 F1 movaps xmm14,xmm1
After:
66 0F 57 C0 xorpd xmm0,xmm0
66 41 0F C2 C1 06 cmpnlepd xmm0,xmm9
66 45 0F 38 15 F4 blendvpd xmm14,xmm12,xmm0
AVX has a four-operand VBLENDVPD instruction, which allows for the first
input and the destination to be different. By taking advantage of this,
we no longer need to copy one of the inputs around and we can just
reference it directly, provided it's already in a register (I have yet
to see this not be the case).
Before:
66 0F 57 C0 xorpd xmm0,xmm0
F2 41 0F C2 C6 06 cmpnlesd xmm0,xmm14
41 0F 28 CE movaps xmm1,xmm14
66 41 0F 38 15 CA blendvpd xmm1,xmm10,xmm0
F2 44 0F 10 F1 movsd xmm14,xmm1
After:
66 0F 57 C0 xorpd xmm0,xmm0
F2 41 0F C2 C6 06 cmpnlesd xmm0,xmm14
C4 C3 09 4B CA 00 vblendvpd xmm1,xmm14,xmm10,xmm0
F2 44 0F 10 F1 movsd xmm14,xmm1
Fixes a critical regression where 95945a0 made us unable to
start emulation on Android 10 and newer. Android is restricting
direct access to /dev/ashmem starting with the new SDK version,
but we can use the new (and simpler) ASharedMemory API instead.
We have to keep using the /dev/ashmem approach on old versions
of Android, though.
This modifies GCMemcard::TitlePresent() to match my findings of how the GC BIOS and various games behave when you alter the fields in the directory entry.
It looks like for a save to be recognized by a game, the following have to be true:
- Game code and maker code must exactly match what the game expects.
- Filename is only checked up to the first null byte. All bytes afterwards can be whatever.
The BIOS itself does a full compare of the filename when checking for whether it should allow copying a file from one card to another, but behaves oddly in some cases when there's non-null bytes after the first null. See the big comment in `HasSameIdentity()` for details.
Since updating to 28 took us so long that Google Play started
requiring updates to target 28 before we actually merged the PR that
made us target 28, I'm trying to get the update to 29 done early.
Setting targetSdkVersion to 28 would normally force scoped storage
on us, which we do not support yet. However, we can easily
avoid this by setting android:requestLegacyExternalStorage="true".
There will be no such luxury with targetSdkVersion 30, however...
This could cause read errors if chunks were laid out a certain
way in the file and the whole chunk wasn't being read at once.
Should fix https://bugs.dolphin-emu.org/issues/12184.
I believe the value returned by value() resets when we call
setValue() with the maximum (due to auto-reset). I have been
unable to test this because I can't reproduce the issue, which is
described at https://bugs.dolphin-emu.org/issues/12158#note-9.