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.
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).
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.
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
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.
-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.
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.
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.
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.
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)
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.
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.
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.
Preparation for following commits.
This commit intentionally doesn't touch paired stores,
since paired stores are supposed to flush to zero.
(Consistent with Jit64.)
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.
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.
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.
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.)
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
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.
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.
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.
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.
This adds a function to get the emulated or real Bluetooth device for
an active emulation instance. This lets us deduplicate all the
`ios->GetDeviceByName("/dev/usb/oh1/57e/305")` calls that are currently
scattered in the codebase and ensures Bluetooth passthrough is being
handled correctly.
This also fixes the broken check in WiimoteCommon::UpdateSource.
There was a confusion between "emulated Bluetooth" (as opposed to
"real Bluetooth" aka Bluetooth passthrough) and "emulated Wiimote".
Specifically, 'Scooby-Doo! Mystery Mayhem', 'Scooby-Doo! Unmasked', 'Ed, Edd n Eddy: The Mis-Edventures', and the Wii version of 'Happy Feet'.
The JIT cache causes problems with emulated icache invalidation in these games, resulting in areas failing to load.
This avoids some warnings, which were originally fixed by ignoring loads with a value of zero (see 636bedb207 / #3242).
Note that FifoCI will report some changes, but only on the first frame; these seem to be timing related as they don't happen if a different write is used to replace skipped ones.
They appear to relate to perf queries, and combining them with truely unknown commands would probably hide useful information. Furthermore, 0x20 is issued by every title, so without this every title would be recorded as using an unknown command, which is very unhelpful.