Added RAII wrapper around the the JITPageWriteEnableExecuteDisable() and
JITPageWriteDisableExecuteEnable() to make it so that it is harder to forget to
pair the calls in all code branches as suggested by leoetlino.
In MacOS 11.2 mprotect can no longer change the access protection settings of
pages that were previously marked as executable to anything but PROT_NONE. This
commit works around this new restriction by bypassing the mprotect based write
protection and instead relying on the write protection provided by MAP_JIT.
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
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
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.
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.
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.
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.
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.
texture serialization and deserialization used to involve many memory
allocations and deallocations, along with many copies to and from
those allocations. avoid those by reserving a memory region inside the
output and writing there directly, skipping the allocation and copy to
an intermediate buffer entirely.
This adds a CMake option (DOLPHIN_DEFAULT_UPDATE_TRACK) to allow
configuring SCM_UPDATE_TRACK_STR. This is needed to enable auto-updates
in Windows CMake builds by default.
If we know at compile time that the PPC carry flag definitely
has a certain value, we can bake that value into the emitted code
and skip having to read from PPCState.
DualShock UDP Client is the only place in the code that assumed OnConfigChanged()
is called at least once on startup or it won't load up the setting, so I took care of that
More or less a complete rewrite of the function which aims
to be equally good or better for each given input, without
relying on special cases like the old implementation did.
In particular, we now have more extensive support for
MOVN, as mentioned in a TODO comment.
I don't really see the use of this. (Maybe in the past it
was used for when we need a constant number of instructions
for backpatching? But we don't use MOVI2R for that now.)
PR 9262 added a bunch of Jit64 optimizations, some of
which were already in JitArm64 and some which weren't.
This change ports the latter ones to JitArm64.
At least on some CPUs (I found out about this from the
Arm Cortex-A76 Software Optimization Guide), using X30
with BLR is one cycle slower than using another register.
Previously, eaddr would only be partially initialized in the ipv6 case.
Even if there's no support for it, we may as well ensure that the
variable always has deterministic initialization.
While we're at it, we can make the parameter a const reference, given no
members are modified.
EmulationActivity has an instance of Settings. If you go to
SettingsActivity from EmulationActivity and change some settings,
the changes get saved to disk, but EmulationActivity's Settings
instance still contains the old settings in its map of all
settings (assuming the EmulationActivity was not killed by the
system to save memory). Then, once you're done playing your
game and exit EmulationActivity, EmulationActivity calls
Settings.saveSettings. This call to saveSettings first overwrites
the entire INI file with its map of all settings (which is
outdated) in order to save any legacy settings that have changed
(which they haven't, since the GUI doesn't let you change legacy
settings while a game is running). Then, it asks the new config
system to write the most up-to-date values available for non-legacy
settings, which should make all the settings be up-to-date again.
The problem here is that the new config system would skip writing
to disk if no settings changes had been made since the last time
we asked it to write to disk (i.e. since SettingsActivity exited).
NB: Calling Settings.loadSettings in EmulationActivity.onResume
is not a working solution. I assume this is because
SettingsActivity saves its settings in onStop and not onPause.
The config version should always be incremented whenever config is
changed, regardless of callbacks being suppressed or not.
Otherwise, getters can return stale data until another config change
(with callbacks enabled) happens.
An unfortunately large single commit that deglobalizes the DSP code.
(which I'm very sorry about).
This would have otherwise been extremely difficult to separate due to
extensive use of the globals in very coupling ways that would result in
more scaffolding to work around than is worth it.
Aside from the video code, I believe only the DSP code is the hairiest
to deal with in terms of globals, so I guess it's best to get this dealt
with right off the bat.
A summary of what this commit does:
- Turns the DSPInterpreter into its own class
This is the most involved portion of this change.
The bulk of the changes are turning non-member functions into member
functions that would be situated into the Interpreter class.
- Eliminates all usages to globals within DSPCore.
This generally involves turning a lot of non-member functions into
member functions that are either situated within SDSP or DSPCore.
- Discards DSPDebugInterface (it wasn't hooked up to anything,
and for the sake of eliminating global state, I'd rather get rid of
it than think up ways for this class to be integrated with
everything else.
- Readjusts the DSP JIT to handle calling out to member functions.
In most cases, this just means wrapping respective member function
calles into thunk functions.
Surprisingly, this doesn't even make use of the introduced System class.
It was possible all along to do this without it. We can house everything
within the DSPLLE class, which is quite nice =)
The enumerated LOG_TYPE "OSREPORT" is currently used in both EXI_DeviceIPL.cpp and HLE_OS.cpp. In many games, the multitude of game functions detected by HLE_OS.cpp for OSREPORT logging results in poor log readability. This Pull Request remedies that by adding a new enumerated LOG_TYPE "OSREPORT_HLE" for log usage in HLE_OS.cpp.
In the future, further changing how logging in HLE_OS.cpp works may be desirable. As it is, game functions are detected that send a single character to the log. This is a major source of poor readability.
Adds a flag to File::Delete and File::DeleteDir functions to control
whether a console warning is emitted when the file or directory doesn't
exist. The flag is optional and true by default to match current behavior.
Makes File::DeleteDir return true when attempting to delete a
nonexistent path.
The purpose of DeleteDir is to ensure the path doesn't exist after the
call, which is better reflected by the new return value. Additionally,
none of the current callers actually check the return value so this
won't break any existing code.
On Windows, when the Rename function fails to replace an existing file
it will now retry the operation multiple times with increasingly long
delays between attempts. This fixes transient rename failures.
I've been getting sporadic yet annoyingly frequent errors saying:
'IOS_FS: Failed to rename temporary FST file'
These typically appear on startup but I've also gotten them randomly.
Investigation shows this happens when the Windows ReplaceFile function
returns the error ERROR_UNABLE_TO_REMOVE_REPLACED. That happens in the
context of using ReplaceFile to perform an atomic file overwrite, which
is required when saving updates to a file to avoid corruption. The
error mainly happens with the /Wii/fst.bin file but I've seen it
happen with multiple other files as well.
I haven't been able to definitively pin down why the error occurs,
though online discussions suggest antivirus scanning may be a major
culprit. That said, I've excluded the Dolphin folder from Windows
Defender scans to no avail and don't have any other antivirus running,
so this is likely to be a problem others are experiencing as well.
The number and duration of retry delays is arbitrary but I feel like a
combined second or so in the worst case is an acceptable tradeoff for
the reduction (actually elimination in my experience) of those errors.
This is even more true when you consider the time it takes to read and
dismiss the error dialogs.