Commit Graph

29917 Commits

Author SHA1 Message Date
Skyler Saleh 948764d37b Apple M1: Build, Analytics, and Memory Management
Analytics:
- Incorporated fix to allow the full set of analytics that was recommended by
  spotlightishere

BuildMacOSUniversalBinary:
- The x86_64 slice for a universal binary is now built for 10.12
- The universal binary build script now can be configured though command line
  options instead of modifying the script itself.
- os.system calls were replaced with equivalent subprocess calls
- Formatting was reworked to be more PEP 8 compliant
- The script was refactored to make it more modular
- The com.apple.security.cs.disable-library-validation entitlement was removed

Memory Management:
- Changed the JITPageWrite*Execute*() functions to incorporate support for
  nesting

Other:
- Fixed several small lint errors
- Fixed doc and formatting mistakes
- Several small refactors to make things clearer
2021-05-22 15:25:17 -07:00
Skyler Saleh 4ecb3084b7 Apple M1 Support for MacOS
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
2021-05-22 15:25:17 -07:00
JosJuice f9b0225b69
Merge pull request #9725 from Techjar/netplay-sync-allow-sd-write
NetPlay: Add some missing synced settings
2021-05-22 23:32:12 +02:00
Scott Mansell 610613ee76 Use correct mask for Fake VMem
Shouldn't have any behaviour change for regular usage as both masks are 32MB
by default.
But fixes theoretical buffer overrun when memory size override is used.
2021-05-23 05:54:02 +12:00
Mai M 77e5d79354
Merge pull request #9736 from Techjar/bbox-pixel-quads
VideoCommon: Account for pixel quads in bounding box calculation
2021-05-22 13:14:07 -04:00
JosJuice 68a5fc55d2 Interpreter: Fix fctiwx rounding
The interpreter implementation of fctiwx was treating rounding
mode 0 as "round to nearest, ties towards zero", which is not
an actual IEEE-754 rounding mode. The IBM document mentioned
in a comment at the top of the function, on the other hand,
treats rounding mode 0 as "round to nearest, ties to even",
which makes more sense.

This fixes one of JMC's console-recorded F-Zero GX replays on
JitArm64. (JitArm64 uses an interpreter fallback for fctiwx.)
2021-05-22 17:28:04 +02:00
Techjar be6b000bec VideoCommon: Account for pixel quads in bounding box calculation
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.
2021-05-22 05:58:52 -04:00
Techjar 0f17990137 VideoCommon: Split BBox* functions into common and backend implementation variants
This will allow for some aspects of bounding box to be handled in
VideoCommon instead of individual backends.
2021-05-22 01:11:57 -04:00
Techjar 42d1658c50 VideoCommon/TextureInfo: Restore old mipmap detection logic 2021-05-22 00:35:43 -04:00
JosJuice 99dc97c377 DolphinQt: AutoUpdate.cpp should use scm_rev_git_str
27cc0b5 regression.
2021-05-21 17:36:43 +02:00
Mai M 7d8c3ff7d2
Merge pull request #9732 from JosJuice/avoid-including-scmrev
Avoid including scmrev.h except in Version.cpp
2021-05-21 11:25:38 -04:00
JosJuice 27cc0b539a Avoid including scmrev.h except in Version.cpp
Any file which includes scmrev.h must be rebuilt when scmrev.h
is regenerated. By not including scmrev.h from any file other
than Version.cpp, incremental builds become a little faster.
2021-05-21 17:03:01 +02:00
JosJuice 1d3b9fdec2 Fix perf query regression
When trying to do a small optimization in 8a0f5ea, I failed to
take into account that WeakFlush and FlushOne update m_query_count.

Only D3D11 and OGL had this problem, not D3D12 and Vulkan.
2021-05-21 13:39:59 +02:00
Techjar a47fcdcbec NetPlay: Add some missing synced settings 2021-05-20 15:13:41 -04:00
Mai M 1d175e7e13
Merge pull request #9728 from JosJuice/android-get-shader-list
Android: Use JNI for getting post-processsing shaders
2021-05-20 11:16:08 -04:00
Mai M 9312e45cbe
Merge pull request #9687 from Dentomologist/fix_config_descriptions_grammar
Fix config descriptions grammar
2021-05-20 11:15:25 -04:00
JosJuice 69626f1726 Android: Remove getDolphinInternalDirectory
I was going to rename this to getSysDirectory to make it clearer
what the returned path actually is, but it turns out we're not
actually using this for anything anymore.
2021-05-20 16:48:33 +02:00
JosJuice b7ba126db0 Android: Use JNI for getting post-processsing shaders
The Java implementation of getting the list of post-processing
shaders only looked in the Sys folder and not the User folder.
This could be fixed in the Java implementation, but it's
simpler to just call the C++ implementation instead.
2021-05-20 16:43:03 +02:00
Mai M 1054abc9cc
Merge pull request #9712 from JosJuice/jitarm64-fmul-rounding
JitArm64: Fix fmul rounding issues
2021-05-20 10:25:02 -04:00
Mai M 5949a19fe6
Merge pull request #9714 from JosJuice/jitarm64-convert-fmov
JitArm64: Prefer using FMOV when doing single/double conversion
2021-05-20 10:24:36 -04:00
Mai M 6958df5967
Merge pull request #9695 from JosJuice/jitarm64-fres
JitArm64: Implement fres and frsqrte
2021-05-20 10:23:49 -04:00
Mai M 539c2cb00e
Merge pull request #9667 from Sintendo/jit64divwx2
Jit64: Minor divwx optimizations
2021-05-20 10:22:54 -04:00
Mai M c5e8c8420d
Merge pull request #9722 from Dentomologist/add_4x_nobanner_image
Gamelist: Add 4x resolution nobanner image
2021-05-20 10:21:14 -04:00
Mai M 8b81481920
Merge pull request #9710 from JosJuice/volatile-begone
Remove all remaining volatile qualifiers
2021-05-20 10:20:22 -04:00
Mai M fb43aaf513
Merge pull request #9720 from Techjar/move-netsettings
NetPlay: Move NetSettings initialization to backend
2021-05-20 10:19:03 -04:00
JosJuice 25c4c64ae4 Fixes to translatable strings, take 2
Sorry, the fix I made to the empty string in a29660a was not
actually sufficient, as DolphinQt will call tr on the string
regardless of whether it's marked with _trans. The proper fix
is to use nullptr, which DolphinQt has a special check for.
2021-05-20 15:53:30 +02:00
JosJuice a29660a2c7 Fixes to translatable strings
Sending an empty string to the translation system will not
result in getting an empty string back, but rather a description
of the currently loaded translations file. So empty strings
should not be marked as translatable.

Also adding some i18n comments and rewording a string I thought
was hard to understand.
2021-05-20 11:35:01 +02:00
Filippo Tarpini e6057c5f62 Qt: avoid queuing ConfigChanged() more than once 2021-05-20 00:30:14 +03:00
Dentomologist 4f31eaadc5 GameList: Minor improvements to android and low res nobanner images
Center @2x and android banners, and adjust @1x banner to improve
consistency with other resolutions while maintaining sharpness.

Images created by MayImilae
2021-05-19 12:43:55 -07:00
Filoppi 379ffc268d IMUGyroscope: make GetState update optional (on by default), fix const, clean code
My future PRs will split the UI state from the Emulation State of some of these emulated
controller values and this readies the code for it.
2021-05-19 20:51:35 +03:00
Filoppi a19a0096db InputCommon: improve code that returns a controller attachment index
casting a value to a u32 when it's originally an int, and it's exposed as int to users,
could end up in cases where a negative number would result as a positive one.
This doesn't really affect the value range of the attachment enum,
still I think the code was wrong.

Heavily tested.
2021-05-19 20:51:34 +03:00
Filoppi d43a06ff6a IMUAccelerometer: consistency of BoundCount checks
Similar to the guitar, only control[0] was checked, and that felt random.
2021-05-19 20:51:34 +03:00
Filoppi 7f5b6ed788 Guitar: consistency of BoundCount check
only control[0] was checked, and not one, which seems random.
Either both or none should be checked.
2021-05-19 20:51:34 +03:00
Techjar 171aad50cc NetPlay: Move NetSettings initialization to backend
It doesn't really belong in frontend code, and this change will make it
easier to eventually support NetPlay on other UI frameworks.
2021-05-19 06:34:24 -04:00
JMC47 736de8abf6
Merge pull request #9527 from sepalani/watch-items
WatchWidget: Add new/delete/clear toolbar items
2021-05-18 04:08:58 -04:00
JMC47 93e9d8be86
Merge pull request #8923 from Filoppi/OSD-fixes
fixes for "On Display Messages"
2021-05-18 00:33:15 -04:00
JMC47 678e035126
Merge pull request #9678 from Filoppi/tooltips_style
Make all Qt ToolTips look similar to BalloonTips
2021-05-17 16:40:49 -04:00
Mat M eae6d91f34
Merge pull request #9717 from JosJuice/android-issettingsaveable
Fix Android controller mappings accidentally being in IsSettingSaveable
2021-05-17 13:24:29 -04:00
JMC47 8ecc89ffe1
Merge pull request #9716 from MayImilae/Onscreenbuttonsupdate
Adjust Touchscreen Controls Opacity
2021-05-17 04:44:32 -04:00
MayImilae 509d7eac2d Adjust Onscreen Buttons Opacity
Update Onscreen Buttons Opacity and Adjust Default Opacity Setting
2021-05-16 21:51:58 -07:00
Dentomologist 433b857695 DolphinQt: Add quotes around QtIncludeDir on Windows
If the path $(QtIncludeDir) has a space in it Visual Studio interprets
the first part as the full path and chokes on the second part. Quote the
path to fix the problem.
2021-05-16 20:45:19 -07:00
JosJuice 1bf6762709 Fix Android controller mappings accidentally being in IsSettingSaveable
Settings.SECTION_INI_ANDROID and Settings.SECTION_BINDINGS
both have the value "Android", but we only want the former
to be marked as being handled by the new config system.

This change fixes a problem where controller settings were
not being properly saved to Dolphin.ini.
2021-05-16 17:08:51 +02:00
Mat M b4ec550782
Merge pull request #9715 from iwubcode/qt-header-warnings
DolphinQt: ignore warnings from qt headers on buildbot
2021-05-15 17:34:57 -04:00
JosJuice 11be2314fe JitArm64: Fix fmul rounding issues
This is a port of 4f18f60 to JitArm64.
2021-05-15 23:27:34 +02:00
JosJuice 66e912a252 PPCAnalyst: Treat frspx output as single 2021-05-15 23:27:33 +02:00
JosJuice 77afb0f4c3 PPCAnalyst: Apply "bitexact" analysis to fprIsSingle
This lets us set fprIsSingle to true in more cases.
2021-05-15 23:27:33 +02:00
Mat M b3bceb2c11
Merge pull request #9713 from JosJuice/ppcanalyst-bitexact-broken
PPCAnalyst: Fix broken bitexact analysis
2021-05-15 17:09:54 -04:00
iwubcode 99a724361a DolphinQt: update visual studio qt props to ignore warnings in headers 2021-05-15 14:39:03 -05:00
iwubcode 04a635e884 DolphinQt: fix Visual Studio warning about 'assignment within conditional expression' 2021-05-15 14:39:03 -05:00
iwubcode 05b1566e3f DolphinQt: don't propagate warnings in the header to Dolphin when building with Visual Studio through CMake 2021-05-15 14:39:03 -05:00
JosJuice e5f2dcd891 JitArm64: Implement FPRF updates for fres+frsqrte 2021-05-15 19:21:17 +02:00
JosJuice 4b3fda7906 JitArm64: Implement frsqrte 2021-05-15 19:21:15 +02:00
JosJuice 85226e09f0 JitArm64: Implement fres 2021-05-15 19:16:32 +02:00
JosJuice 8c12068a03 JitArm64: Prefer using FMOV when doing single/double conversion
FMOV is faster than INS and ties UMOV. (On all CPUs I checked,
at least. It certainly shouldn't be slower, though.)
2021-05-15 18:56:40 +02:00
JosJuice b980797a16 PPCAnalyst: Fix broken bitexact analysis
`code` points to the first instruction in the block, not the
current instruction.
2021-05-15 18:19:04 +02:00
JosJuice 8a0f5ea04a Remove all remaining volatile qualifiers 2021-05-15 09:52:04 +02:00
Mat M d74a1068b8
Merge pull request #9540 from Pokechu22/better-fifo-analyzer-part-2
Fifo analyzer quality of life improvements
2021-05-14 15:51:53 -04:00
Mat M 41befc21cd
Merge pull request #9708 from JosJuice/dsp-volatile
DSP: Change external_interrupt_waiting from volatile to atomic
2021-05-14 14:34:09 -04:00
Mat M 964fed77c5
Merge pull request #9707 from JosJuice/remove-atomic-header
Remove Atomic.h
2021-05-14 14:33:24 -04:00
JMC47 16e91172b1
Merge pull request #9668 from leoetlino/windows-cmake-fixes
CMake: minor Windows fixes
2021-05-14 08:22:11 -04:00
Scott Mansell 9f91fb6447
Merge pull request #9688 from Filoppi/input_cleanup
Input cleanup
2021-05-14 20:51:33 +12:00
JosJuice d17341572d DSP: Change external_interrupt_waiting from volatile to atomic
Making this volatile accomplishes... Well, nothing in practice.
Making it atomic, on the other hand, lets us enforce a memory ordering.
2021-05-14 09:28:10 +02:00
JosJuice b93983b50a Remove Atomic.h
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.
2021-05-13 18:56:27 +02:00
Mat M 7a72a5b997
Merge pull request #9703 from Filoppi/fix_expression_serialization
Fix serialization of control expressions with line breaks
2021-05-13 06:47:38 -04:00
Mat M d034c830ac
Merge pull request #9681 from iwubcode/texture-info
VideoCommon: move all texture calculations to a "TextureInfo" class
2021-05-13 06:44:08 -04:00
Mat M 0ef88d4ecb
Merge pull request #9705 from Leseratte10/master
Socket: Fix AF_INET6 on non-Windows systems
2021-05-13 06:42:44 -04:00
Mat M 24b9a64c11
Merge pull request #9690 from Sintendo/jit64divwux
Jit64: divwux - Prefer three-operand IMUL
2021-05-13 06:42:14 -04:00
Mat M 80ac36a712
Merge pull request #9701 from sspacelynx/master
Android: bump gradle & dependencies version
2021-05-13 06:41:01 -04:00
Mat M 8d7b0004b9
Merge pull request #9698 from JosJuice/android-settings-charsequence
Android: Use CharSequence for SettingsItem name/description
2021-05-13 06:40:30 -04:00
Mat M 725ea3d9c1
Merge pull request #9637 from JosJuice/jitarm64-fprf
JitArm64: Implement FPRF updates
2021-05-13 06:39:28 -04:00
JosJuice 25dc059f6f JitArm64: Add FPRF unit test 2021-05-13 11:51:00 +02:00
JosJuice bfe8b1068d JitArm64: Implement FPRF updates 2021-05-13 11:51:00 +02:00
JosJuice 749db94dec Arm64Emitter: Implement more variants of FMOV 2021-05-13 10:13:59 +02:00
Jordan Woyak bf16f77402
Merge pull request #9657 from lioncash/wiimote-mode
DataReport: Amend conditional test for data reports in IsValidMode
2021-05-12 17:23:17 -05:00
Dentomologist 5a688b74a7 GeneralWidget: Fix Backend description grammar
Unify Backend description string for Windows and other platforms.
2021-05-12 10:50:10 -07:00
Dentomologist b9c1f4921c GeneralWidget: Fix Log Rendertime description grammar 2021-05-12 10:50:10 -07:00
Filoppi f3ffac0058 Qt: add tooltip to MappingBool
Tooltip code is identical to MappingDouble and the tooltips (UI description)
are present in the underlying setting object.
2021-05-12 18:27:24 +03:00
Filoppi 26f6648421 StickGate: add custom clamp value
Works exactly as before by default.
It will be used by my upcoming input PRs.
2021-05-12 18:27:24 +03:00
Filoppi 5f74d0e08f InputCommon: follow coding conventions 2021-05-12 18:27:24 +03:00
Filoppi 4625359a4f InputCommon: clamp the attachment setting max to its actual enum max
NumericSettings support a max, so let's use it.
It might not do much now, but the max and min values will be used to give visual feeback
in the UI in one of my upcoming input PRs
2021-05-12 18:27:24 +03:00
Filoppi f4fec42165 Add mixed comments to input code, make some tooltip clearer 2021-05-12 18:27:23 +03:00
Filoppi 574477866f InputCommon: fix serialization of control expression with line breaks
The control expression editor allows line breaks, but the serialization was
losing anything after the first line break (/r /n).
Instead of opting to encode them and decode them on serialization
(which I tried but was not safe, as it would lose /n written in the string by users),
I opted to replace them with a space.
2021-05-12 18:25:56 +03:00
iwubcode 182dfc38e6 VideoCommon: move all texture calculations to a "TextureInfo" class. This ever so slightly improves readability and allows for the full texture name to be generated outside of the hires texture cache 2021-05-11 22:58:36 -05:00
Florian Bach c21e9909ab Socket: Fix AF_INET6 on non-Windows systems 2021-05-11 17:00:02 +02:00
Filoppi 0d23acc831 Qt: simplify the preview of control mappings/expressions by removing their device path
and replacing it with a ":" prefix. Also remove white spaces and \n \t \r.

bugfix: fix EmulatedController::GetStateLock() not being aquired when reading the
expression reference
bugfix: MappingButton::UpdateIndicator() calling State(0) on outputs, breaking ongoing
rumbles if a game was running
Improvement: make expressions previews appear in Italic if they failed to parse correctly
2021-05-11 12:20:37 +03:00
Filoppi e9e41b925b InputCommon: follow coding conventions and rename GetState() to UpdateState()
And remove useless include
2021-05-10 23:48:10 +03:00
Filoppi a261e61e9e InputCommon: add a ton of missing consts
fix some related grammar errors
only the ButtonManager required code changes
2021-05-10 23:48:10 +03:00
sspacelynx ac77f8207e Android: bump gradle & dependencies version
jecenter() is EOL, so swap that out with mavenCentral()
2021-05-10 12:35:50 +02:00
JMC47 eb5cd9be78
Merge pull request #9694 from iwubcode/xfb-tcache-hash
VideoCommon: update TextureCache logic for finding oversized XFBs
2021-05-09 15:20:53 -04:00
JosJuice c5491e8205 Android: Remove CheckBoxSettingViewHolder's log setting name hack 2021-05-09 17:11:37 +02:00
JosJuice a8f48feddb Android: Use CharSequence for SettingsItem name/description 2021-05-09 17:02:22 +02:00
iwubcode 6fd7867c56 VideoCommon: simplify TextureCacheBase by comparing a xfb's hash against a newly calculated one. This fixes games like Teenage Mutant Ninja Turtles (Wii) which use oversized textures where the stride doesn't match the BytesPerRow and that resulted in a different hash algorithm being used. By not hashing the texture before, we improve performance by hashing at most once in all direct XFB lookup scenarios. 2021-05-08 01:29:48 -05:00
Pokechu22 e1d45e9ba6 UberShaderPixel: always run indirect stage logic
Hardware testing has confirmed that fb_addprev and wrapping both run even when the indirect stage is disabled.
2021-05-07 16:37:47 -07:00
Pokechu22 b5844ab195 PixelShaderGen: always run indirect stage logic
Hardware testing has confirmed that fb_addprev and wrapping both run even when the indirect stage is disabled.
2021-05-07 16:37:47 -07:00
Pokechu22 5e3360c2cc UberShaderPixel: Fix OOB tex coord indices
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.
2021-05-07 16:37:47 -07:00
Pokechu22 ed02034967 UberShaderPixel: Return fixed-point values from selectTexCoord
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.
2021-05-07 16:37:10 -07:00
Pokechu22 16c17ed9ce Software: Fix OOB tex coord indices
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.
2021-05-07 16:28:09 -07:00
Tillmann Karras f6cf85a8bc PixelShaderGen: Fix OOB tex coord indices
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>
2021-05-07 16:28:09 -07:00
Pokechu22 002ff4e4dd PixelShaderGen: Remove unused num_texgens argument
It became unused in f039149198.
2021-05-07 16:28:08 -07:00
Pokechu22 c3668e179c Split TevStageIndirect::mid into matrix_index and matrix_id 2021-05-07 16:27:52 -07:00
Pokechu22 1d628d087b Add 1 when displaying the number of TEV stages 2021-05-07 16:14:19 -07:00
Pokechu22 072304404c Correct indirect stage ref typos
YAGCD uses BI0/BC0/BI1/BC1/BI2/BC2/BI3/BC3, so I'm pretty sure the BI2/BC3/BI4/BC4 names are a typo that just was propagated.
2021-05-07 16:14:18 -07:00
Pokechu22 77b1cca987 Separate vertex components by spaces 2021-05-07 15:42:26 -07:00
Pokechu22 73f4e57006 Add name and description for primitives 2021-05-07 15:42:26 -07:00
Pokechu22 df77a687e8 Add descriptions for GX_LOAD_INDX_A/B/C/D 2021-05-07 15:42:26 -07:00
Pokechu22 1a3d2c3211 Coalesce NOPs 2021-05-07 15:42:25 -07:00
Pokechu22 2ddf2c3ba2 Update and clear the description on each object change
Since the description updating is tied to the selection changing on the detail list, and the detail list is recreated on each object change, behavior was somewhat broken.  Clearing the list changed the current row to zero, but nothing else (particularly m_object_data_offsets) had been updated, so the description was not necessarily correct (this is easier to observe now since the vertex data is at the end, so it's easier to get different lengths of register updates).  Furthermore, subsequent clears did not update the current row since there was no visible selection, so it only changed the description once.  The current row is now always set to zero, which forces an update (and also scrolls the list back to the top).  The presence of FRAME_ROLE and OBJECT_ROLE are also checked so that the description is cleared if no object is selected.
2021-05-07 15:42:22 -07:00
Pokechu22 dbacf68b79 Improve FIFO analyzer search function
- Only one search result is generated per command/line, even if there are multiple matches in that line.
- Pressing enter on the edit field begins a search, just like clicking the begin button.
- The next and previous buttons are disabled until a search is begun.
- The search results are cleared when changing objects or frames.
- The previous button once again works (a regression from the previous commit), and the register updates and graphics data for the correct object are searched.
- currentRow() never returns -1, so checking that is unnecessary (and misleading).
- The 'Invalid search parameters (no object selected)' previously never showed up before because FRAME_ROLE is present if and only if OBJECT_ROLE is present.
2021-05-07 15:42:21 -07:00
Pokechu22 1dc3ff5879 Show register updates before primitive updates
This also shows the register updates for object 0, which were previously not visible(!)
2021-05-07 15:42:20 -07:00
Pokechu22 83f7c41e31 Make the FIFO Player a separate window
This way, it can be focused with the render window behind it, instead of having the main window show up and cover the render window.  This is useful for adjusting the object range, among other things.
2021-05-07 15:42:19 -07:00
Pokechu22 05bd15a928 Clear m_object_data_offsets first and require it before UpdateDescription
It still tries to update the description on clearing, potentially with bad data.
2021-05-07 15:42:19 -07:00
Pokechu22 28b71c65af Fix same object count being used for all frames in the FIFO analyzer
If the number of objects varied, this would result in either missing objects on some frames, or too many objects on some frames; the latter case could cause crashes.  Since it used the current frame to get the count, if the FIFO is started before the FIFO analyzer is opened, then the current frame is effectively random, making it hard to reproduce consistently.

This issue has existed since the FIFO analyzer was implemented for Qt.
2021-05-07 15:42:18 -07:00
Pokechu22 ef75381a84 Fix occasional deadlock when stopping FIFO playback 2021-05-07 15:42:18 -07:00
Pokechu22 a557230dea Fix crash when attempting to analyze a FIFO after stopping playback 2021-05-07 15:42:18 -07:00
Pokechu22 58333d6feb Make FIFO frame count inclusive
The 'zero frames in the range' check can be removed because now there is always at least 1 frame; of course that might be the same frame over and over again, but that's still useful for e.g. Free Look (and the 1 frame repeating effect already occurred when frame count was exclusive).
2021-05-07 15:42:18 -07:00
Pokechu22 263ca79aae Adjust FIFO player object ranges
A single object can be selected instead of 2 (it was already inclusive internally), and the maximum value is the highest number of objects in any frame (minus 1) to reduce jank when multiple frames are being played back.
2021-05-07 15:42:17 -07:00
Pokechu22 5ebe63b175 Reset the from frame/object to 0 on starting FIFO playback
Now that this is only called when playback actually starts (and not on unpausing), this change makes the experience a bit better (no more missing objects from not having reset the from object after changing FIFOs).
2021-05-07 15:42:17 -07:00
Pokechu22 3436a92ea5 Don't reset the FIFO frame/object limit when unpausing 2021-05-07 15:42:17 -07:00
Pokechu22 0a906f553f Move vertex size and component calculation to VertexLoaderBase 2021-05-07 15:42:17 -07:00
Pokechu22 fa7077763f Remove VertexLoaderBase::IsInitialized
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.
2021-05-07 15:42:17 -07:00
Pokechu22 cafffff75e Eliminate TVtxAttr 2021-05-07 15:42:17 -07:00
Pokechu22 0a71ce143a Extract VertexLoaderARM64::GetLoadSize into a new function 2021-05-07 15:42:16 -07:00
Pokechu22 252ef6bb34 Use bool bitfields in VAT 2021-05-07 15:42:16 -07:00
Pokechu22 b6149623aa Remove VertexLoader::ToString 2021-05-07 15:42:13 -07:00
Pokechu22 bc7da726a5 Convert VertexLoader_Color to a table 2021-05-07 15:42:11 -07:00
Pokechu22 4cc442d7cd Use CP constants in FifoAnalyzer 2021-05-07 15:42:07 -07:00
Léo Lam a6f6211dde
Merge pull request #9633 from Pokechu22/BitfieldExtract-pointer-to-member
Change BitfieldExtract to use a pointer to the bitfield member
2021-05-08 00:21:15 +02:00
Pokechu22 0f7c9ef767 Change BitfieldExtract to use a pointer to the bitfield member 2021-05-07 15:11:17 -07:00
Léo Lam 049b92b7ef
Merge pull request #9417 from Filoppi/input-1
Fix FPS counter and Game Window speed % breaking on pause/unpause
2021-05-07 15:08:01 +02:00
Léo Lam 8547de2593
Merge pull request #9615 from Dentomologist/updater_documentation
Updater: Add code documentation
2021-05-07 15:05:14 +02:00
Léo Lam 2b632f6d5d
Merge pull request #9641 from lynlevenick/ash/texture-cache-opt
Remove spurious memory allocations in TextureCacheBase::SerializeTexture and DeserializeTexture
2021-05-07 15:01:23 +02:00
Léo Lam 70d8a78edc
Merge pull request #9683 from JosJuice/ppc-test-values
UnitTests: Put PowerPC test values in a separate file
2021-05-07 14:44:27 +02:00
Léo Lam aa8ddcfc92
Merge pull request #9684 from JosJuice/move-unit-tests
UnitTests: Move some unit tests to where they should be
2021-05-07 14:31:09 +02:00
JosJuice c2917417fe Android: Don't set android:debuggable="true"
In 5a1a642, I explicitly set android:debuggable="true" for Dolphin.
(By default, it's set for debug builds but not release builds.)
The reason I made the change is because debuggable must be set to
true in order to allow adb backup to be used with apps which target
Android 12. We have no reason to want to stop users from debugging
Dolphin and certainly no reason to stop users from using adb backup
(especially not after forced storage is going to force us to store
the User folder in app-specific external storage!), but,
it turns out that setting debuggable to true is forbidden by
Google Play "for security reasons". Go figure. The beta build
which was tagged earlier today was rejected because of this.
2021-05-06 20:15:27 +02:00
Sintendo 2cafa0a960 Jit64: divwux - Prefer three-operand IMUL
By taking advantage of three-operand IMUL, we can eliminate a MOV
instruction. This is a small code size win. However, due to IMUL sign
extending the immediate value to 64 bits, we can only apply this when
the magic number's most significant bit is zero.

To ensure this can actually happen, we also minimize the magic number by
checking for trailing zeroes.

Example (Unsigned division by 18)
Before:
41 BE E4 38 8E E3    mov         r14d,0E38E38E4h
4D 0F AF F5          imul        r14,r13
49 C1 EE 24          shr         r14,24h

After:
4D 69 F5 39 8E E3 38 imul        r14,r13,38E38E39h
49 C1 EE 22          shr         r14,22h
2021-05-06 19:54:33 +02:00
Mat M 9286b57d84
Merge pull request #9691 from JosJuice/jitarm64-register-call
JitArm64: Fix JitRegister::Register call for cstd
2021-05-05 19:44:36 -04:00
Filoppi d586163e38 Wrap some more control expression around ``
This isn't entirely necessary, as they are interpreted as barewords expressions,
but it's still nicer to have by default. And my upcoming input changes will
always put `` around single letter inputs.
2021-05-06 01:32:03 +03:00
JosJuice b305e4cfc1 JitArm64: Fix JitRegister::Register call for cstd
Seems like I made a little copy-paste error.
2021-05-06 00:20:47 +02:00
Filoppi 818672b585 Fix FPS counter and Game Window speed % breaking on pause/unpause
-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.
2021-05-06 01:10:04 +03:00
JMC47 4b827f3ae9
Merge pull request #9673 from phire/z16peeks
Implement EFB Peeks for compressed z16 formats
2021-05-04 21:07:21 -04:00
Scott Mansell ab55c948a1 Update zcompression format change TODO 2021-05-05 11:32:42 +12:00
Scott Mansell a4796e512a Implement EFB Peeks for compressed z16 formats
This fixes an issue in RS3 where engine lens flares would shine
though ships during cutscenes
2021-05-05 11:32:29 +12:00
Filoppi 81092cf7e4 InputCommon: replace SerialInterface log with ControllerInterface
where appropriate. SerialInterface was a leftover from the past,
and makes no sense to be used on actual/real controllers.
2021-05-05 00:16:08 +03:00
JMC47 a8c40eb510
Merge pull request #9682 from JosJuice/fix-wii-netplay
IOS: Don't let Kernel initialize WiiRoot if already initialized
2021-05-02 17:40:52 -04:00
JosJuice bb39f75093 UnitTests: Put PowerPC test values in a separate file
We use more or less the same values for all PowerPC float unit
tests. Let's put them in one place instead of duplicating them.
2021-05-02 22:12:28 +02:00
JMC47 21113e5839 This removes a delay for input mapping.
It was causing more harm than good for users.  Anyone doing complex
expressions is already using the advanced editor for more control over
it.
2021-05-02 15:27:11 -04:00
JosJuice 1f6bb06f2c UnitTests: Move some unit tests to where they should be
Two unit tests were in the root UnitTests folder
and were not being built when using CMake.
2021-05-02 18:07:02 +02:00
Léo Lam ade9d6c954
Merge pull request #9679 from JosJuice/disable-verify
DolphinQt: Disable verify button when emulation is running
2021-05-02 10:52:46 +02:00
JosJuice 3397f49a0a IOS: Don't let Kernel initialize WiiRoot if already initialized
The SaveToSYSCONF call in BootManager.cpp was unintentionally
overriding the temporary NAND set by the preceding
InitializeWiiRoot call. Fixes
https://bugs.dolphin-emu.org/issues/12500.
2021-05-02 10:30:32 +02:00
Jordan Woyak 1daefeb20a
Merge pull request #9674 from Filoppi/fix_hotkey_suppresion_crash
Fix hotkey suppression crash
2021-04-28 18:21:07 -05:00
JosJuice 55ef1069f1 DolphinQt: Disable verify button when emulation is running
Verifying a Wii game creates an instance of IOS, and Dolphin
can't handle more than one instance of IOS at the same time.
Properly supporting it is probably more effort than it's worth.

Fixes https://bugs.dolphin-emu.org/issues/12494.
2021-04-28 21:58:07 +02:00
Filoppi 4f53adc331 Qt: make all tooltips look similar to balloon tips (and share parts of their code) 2021-04-28 21:20:39 +03:00
Léo Lam 20301592ad
Merge pull request #9677 from iwubcode/profile-drop-down
DolphinQt: fix input profile drop down not resizing
2021-04-27 14:01:12 +02:00
Léo Lam ae67a9382b
CMake: Put the *.mo files directly in the correct output dir
Avoids the need to copy the *.mo files manually *and* more importantly
this ensures that the mo files are always recreated if the build
output directory is cleared.
2021-04-27 12:54:18 +02:00
Léo Lam e71aef6768
CMake: Ask windeployqt not to copy DLLs that are unnecessary
* no-system-d3d-compiler: d3dcompiler_47.dll
* no-angle, no-opengl-sw: libEGL.dll, libGLESv2.dll
2021-04-27 12:54:18 +02:00
Léo Lam f6b8d4758e
CMake: Copy license.txt to output folder to match existing Win builds 2021-04-27 12:54:18 +02:00
iwubcode 626c686fee
DolphinQt: update device drop down size policy so that the input profile resizes properly
This also keeps the device profile at a minimum so that it doesn't
completely disappear (which was originally why it was changed to expanding)
2021-04-27 12:50:45 +02:00
Léo Lam 219f66c6e9
Merge pull request #9672 from JosJuice/jit-naming-scheme
DolphinQt/Android: Unify the JIT naming scheme
2021-04-27 12:00:23 +02:00
JMC47 4d10023727
Merge pull request #9552 from endrift/gba-timing
SI/DeviceGBA: Fix SI timings to actually closely match hardware
2021-04-26 21:20:06 -04:00
Léo Lam 08215cc975
DolphinQt: Get rid of an extraneous colon in About dialog 2021-04-27 00:24:24 +02:00
Léo Lam 51bf2dca21
Merge pull request #9675 from JosJuice/jit64-div-80000000
Jit64: Fix UB/infinite loop when compiling division by 0x80000000
2021-04-26 23:50:27 +02:00
JosJuice 7d4b87e7ae Jit64: Fix UB/infinite loop when compiling division by 0x80000000 2021-04-26 23:42:03 +02:00
Filoppi 799a368a7c InputCommon: small hotkey threshold symmetry fix 2021-04-26 19:45:13 +03:00
Filoppi ba2782e9d1 InputCommon: fix hotkey suppression crash if nullptr suppressions were added to the map
Update references was failing to update the references, causing input to stay nullptr and crashing.
I fixed the case that triggered that, though also added checks against nullptrs for safety.

(cherry picked from commit 4bdcf707555a5568eddff957fa3604975ffb6ed7)
2021-04-26 19:44:04 +03:00
Vicki Pfau 4ce3362bce SI/DeviceGBA: Fix SI timings to actually closely match hardware 2021-04-26 01:36:43 -07:00
JosJuice ac679eb24d
Merge pull request #9666 from leoetlino/jit-block-hashtable
Jit: Optimize block link queries by using hash tables
2021-04-25 18:45:41 +02:00
JosJuice a2c8050eba DolphinQt/Android: Unify the JIT naming scheme
I think the AArch64 JIT has come far enough that it doesn't have to
be called experimental anymore.

I'm also labeling the x86-64 JIT as x86-64 for consistence with the
AArch64 JIT. This will especially be helpful if we start supporting
AArch64 on macOS, as AArch64 macOS can run both the x86-64 JIT and
the AArch64 JIT depending on whether you enable Rosetta 2.
2021-04-25 17:19:50 +02:00
JosJuice 69c14d6ec3 JitArm64: Fix frspx with single precision source
I haven't observed this breaking any game, but it didn't match
the behavior of the interpreter as far as I could tell from
reading the code, in that denormals weren't being flushed.
2021-04-25 15:56:59 +02:00
JosJuice 54451ac731 JitArm64: Use ConvertSingleToDoubleLower in RW when faster 2021-04-25 15:56:59 +02:00
JosJuice 9d6263f306 JitArm64: Add unit tests for single/double conversion 2021-04-25 15:56:58 +02:00
JosJuice 2a9d88739c JitArm64: Skip accurate single/double conversion if store-safe 2021-04-25 15:56:58 +02:00
JosJuice 1d106ceaf5 JitArm64: Optimize ConvertSingleToDouble, part 2
If we can prove that FCVT will provide a correct conversion,
we can use FCVT. This makes the common case a bit faster
and the less likely cases (unfortunately including zero,
which FCVT actually can convert correctly) a bit slower.
2021-04-25 15:56:19 +02:00
JosJuice 018e247624 JitArm64: Optimize ConvertSingleToDouble, part 1 2021-04-25 15:56:19 +02:00
JosJuice 28e4869c43 JitArm64: Optimize ConvertDoubleToSingle 2021-04-25 15:56:19 +02:00
JosJuice 6e0a5876ef JitArm64: Use accurate single/double conversions
Our old conversion approach became a lot more inaccurate when
enabling flush-to-zero, to the point of obviously breaking games.
2021-04-25 15:56:19 +02:00
JosJuice 39eccf6603 JitArm64: Call RW before FCMPE in fselx
Needed because the next commit will make RW clobber flags.
2021-04-25 15:56:19 +02:00
JosJuice 949686bbe7 JitArm64: Factor out single/double conversion code to functions
Preparation for following commits.

This commit intentionally doesn't touch paired stores,
since paired stores are supposed to flush to zero.
(Consistent with Jit64.)
2021-04-25 15:56:19 +02:00
JosJuice fdf7744a53 JitArm64: Move float conversion code out of EmitBackpatchRoutine
This simplifies some of the following commits. It does require
an extra register, but hey, we have 32 of them.

Something I think would be nice to add to the register cache
in the future is the ability to keep both the single and double
version of a guest register in two different host registers
when that is useful. That way, the extra register we write to
here can be read by a later instruction, saving us from
having to perform the same conversion again.
2021-04-25 15:56:19 +02:00
JosJuice f96ee475e4 Implement ArmFPURoundMode.cpp
Fixes https://bugs.dolphin-emu.org/issues/12388. Might also fix
other games that have problems with float/paired instructions
in JitArm64, but I haven't tested any.
2021-04-25 15:56:19 +02:00
Filoppi 3492f51eaf OnScreenDisplay: a few fixes
-They might have never drawn if DrawMessages wasn't called before they actually expired
-Their fade was wrong if the duration of the message was less than the fade time

This makes them much more useful for debugging, I know there might be other means
of debugging like logs and imgui, but this was the simplest so that's what I used.
If you want to print the same message every frame, but with a slightly different value
to see the changes, it now work.

To compensate for the fact that they are now always rendered once,
so on start up a lot of old messages (printed while the emulation was off) could show up,
I've added a "drop" time, which means if a msg isn't rendered for the first
time within that time, it will be dropped and never rendered.
2021-04-25 15:45:30 +03:00
Léo Lam aa3a96f048
Merge pull request #9644 from JosJuice/jit-fallback-discard
Jits: Fix interpreter fallback handling of discarded registers
2021-04-25 13:20:41 +02:00
JosJuice b3b5016f54 Jits: Fix interpreter fallback handling of discarded registers
When the interpreter writes to a discarded register, its type
must be changed so that it is no longer considered discarded.

Fixes a 62ce1c7 regression.
2021-04-25 13:01:40 +02:00
Sintendo 47e16133e5 Jit64: divwx - Eliminate XOR for constant dividend
We normally check for division by zero to know if we should set the
destination register to zero with a XOR. However, when the divisor and
destination registers are the same the explicit zeroing can be omitted.
In addition, some of the surrounding branching can be simplified as
well.

Before:
45 85 FF             test        r15d,r15d
75 05                jne         normal_path
45 33 FF             xor         r15d,r15d
EB 0C                jmp         done
normal_path:
B8 5A 00 00 00       mov         eax,5Ah
99                   cdq
41 F7 FF             idiv        eax,r15d
44 8B F8             mov         r15d,eax
done:

After:
45 85 FF             test        r15d,r15d
74 0C                je          done
B8 5A 00 00 00       mov         eax,5Ah
99                   cdq
41 F7 FF             idiv        eax,r15d
44 8B F8             mov         r15d,eax
done:
2021-04-24 21:32:21 +02:00
Léo Lam 1c6232e95f
Merge pull request #9646 from PatrickFerry/sw-textureencoder-alignedwidth
SW: Fix alignedWidth in TextureEncoder
2021-04-24 20:13:10 +02:00
Léo Lam 18174d3ed6
Merge pull request #9649 from leoetlino/cmake-auto-update-track
Make it possible to enable auto-updates by default with CMake builds
2021-04-24 19:44:51 +02:00
Sintendo abc4c8f601 Jit64: divwx - Eliminate MOV for division by power of 2
Division by a power of two can be slightly improved when the
destination and dividend registers are the same.

Before:
8B C6                mov         eax,esi
85 C0                test        eax,eax
8D 70 03             lea         esi,[rax+3]
0F 49 F0             cmovns      esi,eax
C1 FE 02             sar         esi,2

After:
85 F6                test        esi,esi
8D 46 03             lea         eax,[rsi+3]
0F 48 F0             cmovs       esi,eax
C1 FE 02             sar         esi,2
2021-04-24 19:28:23 +02:00
Sintendo 246adf0d6d Jit64: divwx - Eliminate MOV for division by 2
When destination and input registers match, a redundant MOV instruction
can be eliminated.

Before:
8B C7                mov         eax,edi
8B F8                mov         edi,eax
C1 EF 1F             shr         edi,1Fh
03 F8                add         edi,eax
D1 FF                sar         edi,1

After:
8B C7                mov         eax,edi
C1 EF 1F             shr         edi,1Fh
03 F8                add         edi,eax
D1 FF                sar         edi,1
2021-04-24 18:53:21 +02:00
Léo Lam c812ab6a63
Jit: Optimize block link queries by using hash tables
Repeated erase() + iteration on a std::multimap is extremely slow.

Slow enough that it causes a 7 second long stutter during some
transitions in F-Zero X (a N64 VC game that triggers many, many icache
invalidations).

And slow enough that JitBaseBlockCache::DestroyBlock shows up on a
flame graph as taking >50% of total CPU time on the CPU-GPU thread:
https://i.imgur.com/vvqiFL6.png

This commit optimises those block link queries by replacing the
std::multimap (which is typically implemented with red-black trees)
with hash tables.

Master: https://i.imgur.com/vvqiFL6.png / 7s stutters
(starting from 5.0-2021 and with branch following disabled)

This commit: https://i.imgur.com/hAO74fy.png / ~0.7s stutters, which
is pretty close to 5.0 stable. (5.0-2021 introduced the performance
regression and it is especially noticeable when branch following
is disabled, which is the case for all N64 VC games since 5.0-8377.)
2021-04-24 17:20:59 +02:00
JMC47 18e84361d9
Merge pull request #9660 from ezio1900/master
VideoCommon: Fix scissorOffset, handle negative value correctly
2021-04-23 21:21:53 -04:00
ezio1900 97ea3a603e VideoCommon: Fix scissorOffset, handle negative value correctly
VideoCommon: Change the type of BPMemory.scissorOffset to 10bit signed: S32X10Y10
VideoBackends: Fix Software Clipper.PerspectiveDivide function, use BPMemory.scissorOffset instead of hard code 342
2021-04-24 08:46:21 +08:00
JosJuice be5775614c
Merge pull request #9619 from leoetlino/scoped-fd
IOS/FS: Add a scoped FD class to make it harder to leak FDs
2021-04-23 21:53:25 +02:00
JosJuice f0bd6b105f
Merge pull request #9663 from leoetlino/mios-hle-patch
Fix IPL crash when launching MIOS-patched games
2021-04-23 21:00:29 +02:00
JMC47 cfc4af76a9
Merge pull request #9321 from Pokechu22/sw-copyregion
Software: Fix out of bounds accesses in CopyRegion
2021-04-23 14:07:46 -04:00
JMC47 4ab92d4757
Merge pull request #9350 from Pokechu22/sw-viewport
Software: Invert backface test when viewport is positive
2021-04-23 14:06:02 -04:00
Léo Lam 1686b637df
MIOS: Fix SConfig::OnNewTitleLoad not being called
Oversight from #9545, which moved the "new game has been loaded" logic
to a separate OnNewTitleLoad function that has to be called explicitly
*after* a title has loaded.

Coupled with the commit that makes Dolphin not clobber 0x1800-0x3000
when using MIOS, this fixes Wind Waker and other MIOS-patched games
when they are launched from the System Menu.
2021-04-22 21:55:07 +02:00
Léo Lam 568428ca67
HLE: Do not clobber 0x1800-0x3000 when using MIOS to fix IPL crash
MIOS puts patch data in low MEM1 (0x1800-0x3000) for its own use.
Overwriting data in this range can cause the IPL to crash when
launching games that get patched by MIOS.
See https://bugs.dolphin-emu.org/issues/11952 for more info.

Not applying the Gecko HLE patches means that Gecko codes will not work
under MIOS, but this is better than the alternative of having specific
games crash.
2021-04-22 21:50:05 +02:00
Léo Lam 34348fad1d
Merge pull request #9658 from lioncash/fallthrough
BlockingLoop/Jit64: Indicate explicit fallthrough where applicable
2021-04-20 00:28:13 +02:00
Lioncash adebc499f9 Jit64: Indicate explicit [[fallthrough]] within load helper 2021-04-19 17:37:44 -04:00
Lioncash e1dfcda8a6 BlockingLoop: Add explicit [[fallthrough]] annotations 2021-04-19 17:34:46 -04:00
Lioncash b21d62116d DataReport: Amend conditional test for data reports in IsValidMode
This particular range is kind of bizarre, and would only interpret
interleave mode 2 as a valid mode, while rejecting interleave mode 1 and
the extension byte mode.

As far as I know, based off the information on Wiibrew, we should be
considering all three values within this range as valid.
2021-04-19 16:43:29 -04:00