When making 92d1d60, I checked whether the ~0x1f masking in dcbx
actually was necessary. I came to the conclusion that it wasn't,
so I removed it. However, I hadn't checked the second half of
InvalidateICache closely enough - the masking is actually needed.
This commit re-adds the masking, but this time in C++ code instead
of in jitted code in order to save icache. Though I suppose the
difference doesn't matter all that much, since this is in farcode
and all...
Hopefully fixes https://bugs.dolphin-emu.org/issues/12612.
This implements the behavior described in
https://bugs.dolphin-emu.org/issues/12565.
Thank you to eigenform, delroth, phire, marcan, segher, and Extrems
for all helping in one way or another with the efforts to reverse
engineer this behavior, and to Rylie for reporting the issue.
Write_U16_Swap leaves the upper 32 bits alone. Reimplementing this
correctly in the JIT would require more than one instruction,
so let's just call Write_U16_Swap instead, like Jit64 does.
One of the following commits will add emulation of a quirk
that only happens when writing to memory which is mapped as
write-through or cache-inhibited, so let's keep track of
which memory is mapped in this way.
This adds about a frame of latency, and since most games don't change
VI registers during scanout, we can get away with outputting the XFB at
the start of scanout. WWE Crush Hour is the (only currently known)
exception, which has flickering problems when doing it this way.
This adds a path to perform the output at the end of scanout, and gates
it behind an option which defaults to using the latency-reducing
pre-scanout path.
PR https://github.com/dolphin-emu/dolphin/pull/9700 removed spaces from within control names, which some user complained about, and their point of view is kind of understandable:
https://bugs.dolphin-emu.org/issues/12605
with this change, only spaces outside (between) control names are trimmed, which are the ones we wanted to trim in the first place.
This will still retain the major advantages from 9700.
Basically, "`Button 1` + `Button 2`" was showing as "`Button1`+`Button2`", while it will now show as "`Button 1`+`Button 2`".
Originally, 1479 (for example) would disassemble as `lsr $ACC0, #-7`. At some point (likely the conversion to fmt), this regressed to `lsr $ACC0, #4294967289`. Now, it disassembles as `lsr $ACC0, #7`.
The CPU-side AX library enables it by default and uses hardcoded parameters.
CMD_COMPRESSOR_TABLE_ADDR (0x0A) was incorrect. It's always a nop on the
GameCube and was probably confused with the Wii version.
It was believed that this only mattered when the rounding mode was
set to round to infinity, which games generally don't do, but it
can also affect the sign of the output when the inputs are all zero.