The move assignment operator for a class is implicitly deleted when the
class has a non-static reference data member, which is true of
WiiSocket's m_socket_manager member.
Explicitly declaring the operator as default generates a
-Wdefaulted-function-deleted warning on Clang.
Delete the move constructor as well for consistency.
Fix -WSwitch warning about unhandled enum value SDL_NUM_LOG_PRIORITIES.
log_level is initialized to LNOTICE right before the switch statement so
this doesn't cause any behavior changes.
This makes it so that if you just want to reload the current style (eg. on program start, or in response to a system event), you don't need to know the name of the currently selected user style. It's also more consistent with the way the 'userstyle/enabled' flag works.
Before dbf5dca, the dirty flag had no meaning for an immediate value,
so we made sure to always set the dirty flag when switching a register
from Immediate to Register. But after dbf5dca, that is no longer the
case. If an immediate is marked as not dirty, we can keep the register
marked as not dirty after materializing the value. This way we skip
having to write it back to ppcState later.
Without this change, non-dirty immediates don't actually get flushed.
This can be a problem if we for instance are flushing all registers in
order to execute an interpreter fallback. If that interpreter fallback
writes to a register that contained a non-dirty immediate, the JIT will
keep using the old value instead of loading the updated value.
Dolphin's JITs have a minor terminology problem: The term "fastmem" can
refer to either the system of switching between a fast path and a slow
path using backpatching, or to the fast path itself. To hopefully make
things clearer, I'm adding some new terms, defining the old and new
terms as follows:
Fastmem: The system of switching from a fast path to a slow path by
backpatching when an invalid memory access occurs.
Fast access: A code path that accesses guest memory without calling C++
code.
Slow access: A code path that accesses guest memory by calling C++ code.
With this, situations where multiple arguments need to be moved
from multiple registers become easy to handle, and we also get
compile-time checking that the number of arguments is correct.
If dcache is enabled when the game starts, initializing the fastmem
arena is still useful in case the user changes the dcache setting.
And initializing it doesn't really cost anything.
Preparation for the next commit.
JitArm64 has been conflating these two flags. Most of the stuff that's
been guarded by fastmem_arena checks in fact requires fastmem.
When we have fastmem_arena without fastmem, it would be possible to do
things a bit more efficiently than what this commit does, but it's
non-trivial and therefore I will leave it out of this PR. With this
commit, we effectively have the same behavior as before this PR - plus
the added ability to toggle fastmem with a cache clear.
This is needed so that the checks added in the previous commit will be
reevaluated if the value of m_enable_dcache changes.
JitArm64 was already recompiling its asm routines on cache clear by
necessity. It doesn't have the same setup as Jit64 where the asm
routines are in a separate region, so clearing the JitArm64 cache
results in the asm routines being cleared too.
Some code paths in EmuCodeBlock.cpp that were checking fastmem_arena
should really also be checking m_enable_dcache.
Because JitArm64 centralizes more or less all memory access to the
EmitBackpatchRoutine function and because that function already
contained a check, JitArm64 works fine without the additional checks
added by this commit. Regardless, I added the checks to MMU.cpp instead
of EmuCodeBlock.cpp where applicable so they would be available to
JitArm64. Maybe one day JitArm64 will need them if its code gets
restructured.