It would be difficult to use the AlertMessage class for
messages that need to be showed outside of emulation,
but showing them as toasts is better than not showing them.
Noticed missing include as a build failure on gcc-11:
```
[ 26%] Building CXX object Source/Core/DiscIO/CMakeFiles/discio.dir/WIACompression.cpp.o
../../../../Source/Core/DiscIO/WIACompression.cpp: In lambda function:
../../../../Source/Core/DiscIO/WIACompression.cpp:170:31: error: 'numeric_limits' is not a member of 'std'
170 | std::min<size_t>(std::numeric_limits<unsigned int>().max(), x));
| ^~~~~~~~~~~~~~
../../../../Source/Core/DiscIO/WIACompression.cpp:170:46: error: expected primary-expression before 'unsigned'
170 | std::min<size_t>(std::numeric_limits<unsigned int>().max(), x));
| ^~~~~~~~
```
Signed-off-by: Sergei Trofimovich <slyfox@gentoo.org>
During emulation, when LocalGame has a value but CurrentRun
doesn't, we want to read from LocalGame, not CurrentRun. This
change exposes a LAYER_ACTIVE option that handles this correctly.
By calling ZSTD_CCtx_setPledgedSrcSize, we can let zstd know
how large a chunk is going to be before which start compressing
it, which lets zstd avoid allocating more memory than needed
for various internal buffers. This greatly reduces the RAM usage
when using a high compression level with a small chunk size,
and doesn't have much of an effect in other circumstances.
A side effect of calling ZSTD_CCtx_setPledgedSrcSize is that
zstd by default will write the uncompressed size into the
compressed data stream as metadata. In order to save space,
and since the decompressed size can be figured out through
the structure of the RVZ format anyway, we disable writing
the uncompressed size by setting ZSTD_c_contentSizeFlag to 0.
Unlike Super Paper Mario, this game doesn't crash as soon as you
try to start it, but rather if you try to skip a certain cutscene.
Thanks to JMC for letting me know about this.
For the non-packed variant of this instruction, a MOVSD instruction was
generated to copy only the lower 64 bits of XMM1 to the destination
register. This was done in order to keep the destination register's
upper half intact.
However, when register c and the destination register are the same,
there is no need for this copy. Because the registers match and due to
the way the mask is generated, BLENDVPD will end up taking the upper
half from the destination register, as intended.
Additionally, the MOVAPS to copy Rc into XMM1 can also be skipped.
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
66 45 0F 38 15 F2 blendvpd xmm14,xmm10,xmm0
For the non-packed variant of this instruction, a MOVSD instruction was
generated to copy only the lower 64 bits of XMM1 to the destination
register. This was done in order to keep the destination register's
upper half intact.
However, when register c and the destination register are the same,
there is no need for this copy. Because the registers match and due to
the way the mask is generated, VBLENDVPD will end up taking the upper
half from the destination register, as intended.
Before:
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
After:
66 0F 57 C0 xorpd xmm0,xmm0
F2 41 0F C2 C6 06 cmpnlesd xmm0,xmm14
C4 43 09 4B F2 00 vblendvpd xmm14,xmm14,xmm10,xmm0
This is part of my efforts to add support for scoped storage.
I figured I would start with a relatively simple feature to
make sure that everyone is fine with the approach I'm taking
before I tackle more complicated features like the game list.
CommandLineParse expects UTF-8 strings. (QApplication, on the
other hand, seems to be designed so that you can pass in the
char** argv untouched on Windows and get proper Unicode handling.)
Any call to Config::SetCurrent will cause the relevant setting
to show up as overridden in the Android GUI, which can be confusing,
so let's not do it when the new value is the same as the original.
SYSCONF very much is saveable. Whether it's in IsSettingSaveable
or not hasn't mattered until now since the SYSCONF settings use
separate config loader code that doesn't check IsSettingSaveable,
but the next commit will require SYSCONF to be marked as saveable.
The main activity loads settings essentially as soon as it
starts, in order to determine which tab to show. If the process
of stopping emulation has not finished at this point, a race
condition may be triggered where two IOS kernels are created
at once due to the emulation thread loading or saving the
SYSCONF while the GUI thread is loading the SYSCONF. To fix
this, we can wait for emulation to fully end before returning.
Because this race condition is hard to reproduce, I have not
been able to test that this actually fixes the race condition,
or even that the cause of the race condition is exactly what I
believe it is. But I am relatively confident.
The only place where initTouchPointer was called automatically
was Host_RequestRenderWindowSize, which is called at least once
after emulation start, but not after activity recreation.
I was hoping we would be able to pull in the default values
from C++, but it seems like more trouble than it's worth,
partially because of different settings having default values
of different types and partially because we don't have any
convenient way to get a list of all C++ settings.
Except controller settings, because those would be annoying
to fit into the same system, and I only need the non-controller
settings to be brought over for the next commits to work.
...instead of waiting for it after launching EmulationActivity.
We need this because there is code that runs very early in
EmulationActivity that accesses the settings.
Adding AmdPowerXpressRequestHighPerformance
This will allow AMD drivers to detect the request to use the dGPU instead of the iGPU on compatible hybrid graphics systems.
Reference: https://community.amd.com/thread/169965
Android TV devices aren't the only devices without touchscreens.
Regarding MotionAlertDialog, I could've replaced the leanback
check with a touchscreen check instead of just removing it,
but I thought there was no reason to prevent people with
touchscreens from doing a long back press if they want to.
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.