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outdated) in order to save any legacy settings that have changed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.
The way Config::Get works in master, it first calls
Config::GetActiveLayerForConfig which searches for the
setting in all layers, and then calls Config::Layer::Get
which searches for the same setting again within the given
layer. We can remove this second search by combining the
logic of Config::GetActiveLayerForConfig and
Config::Layer::Get into one function.
Unfortunately, {fmt} allows passing too many arguments to a format call
without raising any runtime or compile-time error [1].
As this is a common source of bugs since we started migrating to {fmt},
this commit adds some custom logic to validate the number of
replacement fields in format strings in addition to {fmt}'s own checks.
[1] https://github.com/fmtlib/fmt/issues/492
Adds an interface that uses fmt under the hood, which is much more
flexible than printf, particularly for localization purposes, given fmt
supports positional formatters in a cross-platform manner out of the box
with no configuration necessary.
Noticed missing include as a build failure on gcc-11:
```
[ 15%] Building CXX object Source/Core/Common/CMakeFiles/common.dir/Config/Config.cpp.o
Source/Core/Common/Config/Config.cpp:23:24:
error: 'unique_lock' in namespace 'std' does not name a template type
23 | using WriteLock = std::unique_lock<std::shared_mutex>;
| ^~~~~~~~~~~
Source/Core/Common/Config/Config.cpp:11:1:
note: 'std::unique_lock' is defined in header '<mutex>';
did you forget to '#include <mutex>'?
```
Signed-off-by: Sergei Trofimovich <slyfox@gentoo.org>
Much of these classes are operating on integral types and are pretty
standard behavior as far as vectors go. Some member functions can be
made constexpr to make them more flexible and allow them to be used in
constexpr contexts.
Provides a basic extension to the interface to begin migration off of
the printf-based logging system.
Everything will go through macros with the same style naming as the old
logging system, except the macros will have the _FMT suffix, while the
migration is in process.
This allows for peacemeal migration over time instead of pulling
everything out and replacing it all in a single pull request, which
makes for much easier reviewing.