Commit Graph

23265 Commits

Author SHA1 Message Date
Pierre Bourdon 6fdac685d6
Merge pull request #6409 from leoetlino/timing
IOS: Minor IPC fixes
2018-03-16 18:54:01 +01:00
Léo Lam a63aaeecee IOS: Fix "kernel FD table full" error code 2018-03-16 18:51:08 +01:00
Léo Lam d029f2a7b6 IPC: Clear X1 when acknowledging a reply
Hardware tests indicate that IOS clears X1 when it acknowledges
an IPC request.
2018-03-16 18:51:08 +01:00
Léo Lam 1a71076e50 IPC: Remove incorrect guess about acks
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.)
2018-03-16 18:51:08 +01:00
Léo Lam b9f7d67667 IPC: Fix missing interrupt when writing to Y1/Y2
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 :/
2018-03-16 18:51:08 +01:00
Léo Lam 35e3775a77 IOS: Remove outdated comment 2018-03-16 18:51:08 +01:00
Léo Lam fa89614b07 IOS: Adjust IPC timing based on hardware tests
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
2018-03-16 18:51:07 +01:00
Lioncash 7926a0c814 Use __func__ instead of __FUNCTION__ where applicable
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__.
2018-03-16 13:41:53 -04:00
Lioncash 75f5fcdfee Assert: Remove unused parameter from DEBUG_ASSERT
This brings the macro in line with the regular ASSERT macro, which only has one
macro parameter.
2018-03-16 13:01:11 -04:00
Lioncash f44e2dc425 Assert: Wrap assertion macro bodies in do {} while (0)
Enforces the termination of the macro with a semicolon. Aside from that
requirement, behavior remains the same.
2018-03-16 12:35:23 -04:00
Mat M 9f4d5122a2
Merge pull request #6438 from lioncash/assert
Assert: Uppercase assertion macros
2018-03-16 11:59:14 -04:00
Stenzek 93865b327f ShaderCache: Implement compile priority
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.
2018-03-17 01:53:11 +10:00
Stenzek cb19ddd1d4 D3D: Fix broken bounding box 2018-03-17 00:20:43 +10:00
Stenzek 1259370cdf
Merge pull request #6439 from JosJuice/android-ubershader-config
Bring the Android GUI setting for ubershaders up to date
2018-03-16 23:19:13 +10:00
spycrab a2d6bab0d2 Properties/GameConfig: Remove "Skip DCBZ" 2018-03-15 20:33:01 +01:00
Anthony 1c3cc26d19
Merge pull request #6386 from spycrab/qt_dbg_code
Qt/Debugger: Implement "Code" widget
2018-03-15 11:35:26 -07:00
JosJuice 828c2c44ca Bring the Android GUI setting for ubershaders up to date
9fa2470 changed how the ubershader setting is stored in INIs but didn't
update the Android GUI code to reflect that, so the setting in the
Android GUI has been broken starting with that commit.

Fixes https://bugs.dolphin-emu.org/issues/10947
2018-03-15 19:15:13 +01:00
Lioncash 50a476c371 Assert: Uppercase assertion macros
Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Markus Wick 19d97f3fd9
Merge pull request #6430 from stenzek/uid-cache-fixes
ShaderCache: Fix several issues in background shader compiling
2018-03-14 17:08:36 +01:00
Stenzek 517a977444 ShaderCache: Fix several issues in background shader compiling
- 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.
2018-03-15 01:50:47 +10:00
Stenzek dc9012ae08 OGL: Ensure VAO is active before unmapping buffers
Fixes a crash which could occur in platforms which do not support
buffer_storage, and EFB2RAM is enabled (which indirectly uses the
attributeless buffer).
2018-03-15 00:32:39 +10:00
Léo Lam 6813c5e1e9
Merge pull request #6434 from lioncash/x86-dsp
DSPCore: Move x64 JIT source files into an x64 subdirectory
2018-03-14 10:54:46 +01:00
Lioncash 9f2a46b08d DSPCore: Use nested namespace specifiers for the x64 JIT
Slims down the amount of lines needed for namespacing.
2018-03-13 18:57:25 -04:00
Lioncash b3fd79b45a DSPCore: Rename namespace to match moved x64 JIT files
Maintains consistency between location and code
2018-03-13 18:48:16 -04:00
Lioncash ab5b90bf15 DSPCore: Move x64 JIT source files into an x64 subdirectory
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.
2018-03-13 18:26:26 -04:00
Stenzek 51e4014a35 DriverDetails: Disable primitive restart on Vulkan with Mali driver 2018-03-14 02:56:24 +10:00
Stenzek db810956ec Vulkan: Provide a more accurate method of detecting drivers/vendors
This is needed to differentiate between the open-source Mesa drivers and
their binary counterparts for Intel and AMD.
2018-03-14 02:48:53 +10:00
Markus Wick f7ff634e4f
Merge pull request #6432 from degasus/OGL-OSD-update
OGL: Scale OSD text on big screens.
2018-03-13 16:37:58 +01:00
Henrik Rydgård 6cbb716f60 SSE-optimize UninitializeXFBMemory
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%.
2018-03-13 11:55:28 +01:00
degasus a5c0739fab OGL: Scale OSD text on big screens. 2018-03-12 20:38:06 +01:00
degasus d4449971c9 OGL: Warn if buffer_storage isn't available.
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...
2018-03-12 20:38:00 +01:00
Léo Lam 90ca62e416
Merge pull request #6428 from JosJuice/qt-zh-order
Qt2 translation: Don't place "zh_CN" and "zh_TW" after "zh"
2018-03-12 18:44:41 +01:00
JosJuice 4b85f7fe79 Qt2 translation: Don't place "zh_CN" and "zh_TW" after "zh"
The least specific language code should be tried last.
2018-03-11 22:27:17 +01:00
Stenzek 427aa188d4 ShaderCache: Use a version number for pipeline UID caches 2018-03-11 14:48:09 +10:00
Léo Lam 63d5e57337
Merge pull request #6419 from Ebola16/Fix_OpenAL
Change FATAL_ERROR to STATUS message for OpenAL not found in externals
2018-03-10 13:35:30 +01:00
Pierre Bourdon d72947d638
Merge pull request #6427 from JosJuice/thousandseparate-encoding
StringUtil: Fix Windows encoding in ThousandSeparate
2018-03-10 13:16:00 +01:00
JosJuice 34be8488a5 StringUtil: Fix Windows encoding in ThousandSeparate
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.
2018-03-10 12:13:30 +01:00
Stenzek 93ab50c555 OGL: Move primitive restart enable logic to GLUtil 2018-03-10 16:11:20 +10:00
Stenzek 51a586d11a GLUtil: Encapsulate functions in a namespace 2018-03-10 16:11:19 +10:00
Stenzek e31cc1f679 ShaderCache: Implement background shader compilation
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.
2018-03-10 16:11:19 +10:00
Stenzek 9fa24700b6 VideoConfig: Collapse ubershader configuration fields to a single value 2018-03-10 15:56:45 +10:00
Stenzek 590307b94c ShaderCache: Use memcmp for comparing pipeline UIDs
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.
2018-03-10 15:56:42 +10:00
Stenzek 41296db083 Renderer: Remove now-redundant Set{Rasterization,Depth,Blending}State 2018-03-10 15:56:40 +10:00
Stenzek fc1fe0672b OGL: Add some basic state tracking
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.
2018-03-10 15:56:37 +10:00
Stenzek f9c829c7f7 OGL: Re-implement async shader compiling 2018-03-10 15:56:34 +10:00
Stenzek dec0c3bce8 Move shader caches to VideoCommon 2018-03-10 15:56:30 +10:00
Stenzek 24df896eb8 VKShader: Fix incorrect loading of binary shaders 2018-03-10 15:56:27 +10:00
Stenzek 1ddc4c5568 D3D: Make NativeVertexFormat thread safe 2018-03-10 15:56:24 +10:00
Stenzek 40845e6b8f D3D: Make StateCache thread safe 2018-03-10 15:56:21 +10:00
Stenzek bfb4709c80 AbstractPipeline: Allow setting pipeline to null 2018-03-10 15:56:18 +10:00
Stenzek 5e5dfe686a VKPipeline: Fix render pass and add pipeline layout fields 2018-03-10 15:56:13 +10:00
Stenzek a61fcb0088 OGL: Fix abstract pipelines on drivers without binding layout support 2018-03-10 15:56:06 +10:00
Stenzek 00204dc988 OGL: Make ProgramShaderCache thread safe 2018-03-10 15:55:56 +10:00
Léo Lam 63838c013b
Merge pull request #6281 from JosJuice/unify-gamelist-code
Unify ISOFile (wx) with GameFile (Qt) and put it in UICommon
2018-03-09 20:39:02 +01:00
Léo Lam ef975b8c56
Merge pull request #6377 from sepalani/memcheck
DolphinWX: Propagate IDM_UPDATE_BREAKPOINTS to CodeWindow
2018-03-09 20:35:54 +01:00
Ryan Meredith b7276483da Change FATAL_ERROR to STATUS message for OpenAL not found in externals 2018-03-09 12:29:23 -05:00
JosJuice 0e2690f40b FileMonitor: Store last file offset instead of path
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.)
2018-03-09 15:18:32 +01:00
JosJuice 1f1dae367d Unify ISOFile (wx) with GameFile (Qt) and put it in UICommon
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.
2018-03-09 13:08:38 +01:00
JosJuice 0d3a7d5e38 Fix launching DolphinQt2 from Visual Studio 2018-03-08 22:33:11 +01:00
Léo Lam 3cc64cc146
Merge pull request #6418 from spycrab/qt_gameconfig
Qt/PropertiesDialog: Add "Game Config" tab
2018-03-08 20:33:12 +01:00
Léo Lam ed2d749fb9
Merge pull request #6424 from delroth/traversal-watchdog
Add systemd watchdog support to the traversal server
2018-03-08 17:29:45 +01:00
Léo Lam 1eae5fe790
Merge pull request #6422 from sepalani/nullptr-blank
HLE: Improve format string detection heuristic
2018-03-08 17:26:09 +01:00
Pierre Bourdon 9e0739f5e5 traversal: add systemd watchdog support 2018-03-08 06:10:17 +00:00
spycrab 394388af4e Qt/PropertiesDialog: Add "Game Config" tab 2018-03-07 20:59:41 +01:00
Anthony 1a1133bf8e
Merge pull request #6423 from leoetlino/tid
UI: Show title ID in info panel
2018-03-07 10:47:43 -08:00
Léo Lam 3af09da0f3 UI: Show title ID in info panel
Add a way to easily get the title ID of a game. For Wii titles, it's
sometimes more useful to know than the game ID.
2018-03-07 17:40:22 +01:00
Stenzek 24a46dc6af
Merge pull request #6315 from stenzek/abstract-framebuffers
Abstract Framebuffers
2018-03-08 00:52:49 +10:00
Léo Lam aee977e32a
Merge pull request #6420 from JosJuice/qt-translateability
Tweak Qt strings to be more translation friendly
2018-03-07 13:40:14 +01:00
Léo Lam 6ca1c46117
Merge pull request #6415 from spycrab/qt_resize
Qt/GameList: Make a few columns resizable
2018-03-07 13:36:26 +01:00
Sepalani 4f1c0ca3e9 HLE: Improve format string detection heuristic 2018-03-06 21:21:56 +04:00
JosJuice 83373e2e87 Qt2 TAS input: Generate key strings automatically
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).
2018-03-06 17:38:57 +01:00
JosJuice 45040f00c6 Tweak Qt strings to be more translation friendly 2018-03-04 19:13:13 +01:00
Léo Lam a436c6182b
Merge pull request #6388 from leoetlino/merge
Consolidate ec_wii functions into IOSC
2018-03-02 23:14:37 +01:00
Léo Lam 96e4e01564
Merge pull request #6416 from Ebola16/Warning
Remove DSPLLE ReadAnnotatedAssembly error log entry
2018-03-02 23:10:43 +01:00
Anthony 78b00d8d32
Merge pull request #6382 from spycrab/qt_patches
Qt/PropertiesDialog: Implement "Patches" tab
2018-03-02 10:34:00 -08:00
Stenzek 4c24a69710 VideoCommon: Add support for Abstract Framebuffers 2018-03-02 20:20:48 +10:00
Ryan Meredith c94cd4a275 Remove DSPLLE ReadAnnotatedAssembly error log entry 2018-03-02 02:25:25 -05:00
spycrab dee4440c9d Qt/GameList: Make a few columns resizable 2018-03-02 00:51:21 +01:00
Stenzek 2a6d9e4713 AbstractTexture: Add support for depth textures/formats 2018-03-01 17:31:24 +10:00
Stenzek 6374a4c4a8 AbstractTexture: Support multisampled abstract texture 2018-03-01 17:31:24 +10:00
Stenzek 4316f5f56b AbstractTexture: Add property/attribute accessor helpers 2018-03-01 17:31:24 +10:00
Stenzek e125eaa237 VideoCommon: Drop references to AbstractRawTexture 2018-03-01 17:31:24 +10:00
Stenzek 887e3830ba VideoBackends: Restore the framebuffer as part of the API state
It's not often we switch out to draw to the EFB anyway.
2018-03-01 17:31:24 +10:00
Stenzek b4b0f3d942 Vulkan: Fix broken post-processing 2018-03-01 16:55:55 +10:00
spycrab ecaa68ade9 Qt: Make game revision vars u16 2018-02-28 22:35:10 +01:00
spycrab 4b54f6b1c7 Qt/PropertiesDialog: Implement "Patches" tab 2018-02-28 21:16:57 +01:00
spycrab 0a5f0efe18 Qt/Debugger: Implement "Code" widget 2018-02-28 19:47:56 +01:00
Léo Lam 4e014f996b IOS: Fix invalid FD being returned after an open
Fixes a regression introduced by 80b1bf13c2.

The return value for open replies should be overwritten with the new
file descriptor.
2018-02-28 15:56:03 +01:00
Mat M bf825e6354
Merge pull request #6404 from hubslave/patch-1
Include <endian.h> for byte swap macros on OpenBSD
2018-02-27 23:28:22 -05:00
Léo Lam 80b1bf13c2 IOS: Change devices to always return IPCCommandResult
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.
2018-02-27 21:12:07 +01:00
Léo Lam 9282be1058 IOS: Fix regression affecting BC launch
8e06257f19 caused Dolphin not to consider BC as emulated anymore.
2018-02-27 18:16:05 +01:00
Léo Lam 1de17d20e1 Fix render surface when using Render to Main and debugger
This fixes a regression introduced by de632fc9c.
2018-02-27 13:18:43 +01:00
Stenzek 25a516bae3
Merge pull request #6403 from degasus/master
OGL: Use glBufferData on Mali.
2018-02-27 17:54:41 +10:00
spycrab a3fd99032c IsSettingSavable: Make GFX_CACHE_HIRES_TEXTURES savable 2018-02-26 19:04:06 +01:00
hubslave 4ae48e10e5
Include <endian.h> for byte swap macros on OpenBSD
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.
2018-02-26 00:07:05 +02:00
Markus Wick 227db66e4f OGL: Use glBufferData on Mali.
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.
2018-02-25 17:12:36 +01:00
Stenzek e4d3b5f626 OGL: Only create bad shader files in Dump when compile failed
Warnings are still logged.
2018-02-25 18:03:58 +10:00
Anthony a3674e3f73
Merge pull request #6396 from spycrab/qt_osx_theme
CMake/OSX: Fix missing QMacStylePlugin
2018-02-24 15:44:43 -08:00
Anthony 941ddfb830
Merge pull request #6397 from spycrab/qt_osx_icon
Qt/OSX: Fix icon
2018-02-24 12:20:31 -08:00
spycrab 7f3c1a2de4 Qt/OSX: Fix icon 2018-02-24 21:12:22 +01:00