Commit Graph

29725 Commits

Author SHA1 Message Date
JMC47 4b827f3ae9
Merge pull request #9673 from phire/z16peeks
Implement EFB Peeks for compressed z16 formats
2021-05-04 21:07:21 -04:00
Scott Mansell ab55c948a1 Update zcompression format change TODO 2021-05-05 11:32:42 +12:00
Scott Mansell a4796e512a Implement EFB Peeks for compressed z16 formats
This fixes an issue in RS3 where engine lens flares would shine
though ships during cutscenes
2021-05-05 11:32:29 +12:00
Filoppi 81092cf7e4 InputCommon: replace SerialInterface log with ControllerInterface
where appropriate. SerialInterface was a leftover from the past,
and makes no sense to be used on actual/real controllers.
2021-05-05 00:16:08 +03:00
JMC47 a8c40eb510
Merge pull request #9682 from JosJuice/fix-wii-netplay
IOS: Don't let Kernel initialize WiiRoot if already initialized
2021-05-02 17:40:52 -04:00
JosJuice bb39f75093 UnitTests: Put PowerPC test values in a separate file
We use more or less the same values for all PowerPC float unit
tests. Let's put them in one place instead of duplicating them.
2021-05-02 22:12:28 +02:00
JMC47 21113e5839 This removes a delay for input mapping.
It was causing more harm than good for users.  Anyone doing complex
expressions is already using the advanced editor for more control over
it.
2021-05-02 15:27:11 -04:00
JosJuice 1f6bb06f2c UnitTests: Move some unit tests to where they should be
Two unit tests were in the root UnitTests folder
and were not being built when using CMake.
2021-05-02 18:07:02 +02:00
Léo Lam ade9d6c954
Merge pull request #9679 from JosJuice/disable-verify
DolphinQt: Disable verify button when emulation is running
2021-05-02 10:52:46 +02:00
JosJuice 3397f49a0a IOS: Don't let Kernel initialize WiiRoot if already initialized
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.
2021-05-02 10:30:32 +02:00
Jordan Woyak 1daefeb20a
Merge pull request #9674 from Filoppi/fix_hotkey_suppresion_crash
Fix hotkey suppression crash
2021-04-28 18:21:07 -05:00
JosJuice 55ef1069f1 DolphinQt: Disable verify button when emulation is running
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.
2021-04-28 21:58:07 +02:00
Filoppi 4f53adc331 Qt: make all tooltips look similar to balloon tips (and share parts of their code) 2021-04-28 21:20:39 +03:00
Léo Lam 20301592ad
Merge pull request #9677 from iwubcode/profile-drop-down
DolphinQt: fix input profile drop down not resizing
2021-04-27 14:01:12 +02:00
Léo Lam ae67a9382b
CMake: Put the *.mo files directly in the correct output dir
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.
2021-04-27 12:54:18 +02:00
Léo Lam e71aef6768
CMake: Ask windeployqt not to copy DLLs that are unnecessary
* no-system-d3d-compiler: d3dcompiler_47.dll
* no-angle, no-opengl-sw: libEGL.dll, libGLESv2.dll
2021-04-27 12:54:18 +02:00
Léo Lam f6b8d4758e
CMake: Copy license.txt to output folder to match existing Win builds 2021-04-27 12:54:18 +02:00
iwubcode 626c686fee
DolphinQt: update device drop down size policy so that the input profile resizes properly
This also keeps the device profile at a minimum so that it doesn't
completely disappear (which was originally why it was changed to expanding)
2021-04-27 12:50:45 +02:00
Léo Lam 219f66c6e9
Merge pull request #9672 from JosJuice/jit-naming-scheme
DolphinQt/Android: Unify the JIT naming scheme
2021-04-27 12:00:23 +02:00
JMC47 4d10023727
Merge pull request #9552 from endrift/gba-timing
SI/DeviceGBA: Fix SI timings to actually closely match hardware
2021-04-26 21:20:06 -04:00
Léo Lam 08215cc975
DolphinQt: Get rid of an extraneous colon in About dialog 2021-04-27 00:24:24 +02:00
Léo Lam 51bf2dca21
Merge pull request #9675 from JosJuice/jit64-div-80000000
Jit64: Fix UB/infinite loop when compiling division by 0x80000000
2021-04-26 23:50:27 +02:00
JosJuice 7d4b87e7ae Jit64: Fix UB/infinite loop when compiling division by 0x80000000 2021-04-26 23:42:03 +02:00
Filoppi 799a368a7c InputCommon: small hotkey threshold symmetry fix 2021-04-26 19:45:13 +03:00
Filoppi ba2782e9d1 InputCommon: fix hotkey suppression crash if nullptr suppressions were added to the map
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)
2021-04-26 19:44:04 +03:00
Vicki Pfau 4ce3362bce SI/DeviceGBA: Fix SI timings to actually closely match hardware 2021-04-26 01:36:43 -07:00
JosJuice ac679eb24d
Merge pull request #9666 from leoetlino/jit-block-hashtable
Jit: Optimize block link queries by using hash tables
2021-04-25 18:45:41 +02:00
JosJuice a2c8050eba DolphinQt/Android: Unify the JIT naming scheme
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.
2021-04-25 17:19:50 +02:00
JosJuice 69c14d6ec3 JitArm64: Fix frspx with single precision source
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.
2021-04-25 15:56:59 +02:00
JosJuice 54451ac731 JitArm64: Use ConvertSingleToDoubleLower in RW when faster 2021-04-25 15:56:59 +02:00
JosJuice 9d6263f306 JitArm64: Add unit tests for single/double conversion 2021-04-25 15:56:58 +02:00
JosJuice 2a9d88739c JitArm64: Skip accurate single/double conversion if store-safe 2021-04-25 15:56:58 +02:00
JosJuice 1d106ceaf5 JitArm64: Optimize ConvertSingleToDouble, part 2
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.
2021-04-25 15:56:19 +02:00
JosJuice 018e247624 JitArm64: Optimize ConvertSingleToDouble, part 1 2021-04-25 15:56:19 +02:00
JosJuice 28e4869c43 JitArm64: Optimize ConvertDoubleToSingle 2021-04-25 15:56:19 +02:00
JosJuice 6e0a5876ef JitArm64: Use accurate single/double conversions
Our old conversion approach became a lot more inaccurate when
enabling flush-to-zero, to the point of obviously breaking games.
2021-04-25 15:56:19 +02:00
JosJuice 39eccf6603 JitArm64: Call RW before FCMPE in fselx
Needed because the next commit will make RW clobber flags.
2021-04-25 15:56:19 +02:00
JosJuice 949686bbe7 JitArm64: Factor out single/double conversion code to functions
Preparation for following commits.

This commit intentionally doesn't touch paired stores,
since paired stores are supposed to flush to zero.
(Consistent with Jit64.)
2021-04-25 15:56:19 +02:00
JosJuice fdf7744a53 JitArm64: Move float conversion code out of EmitBackpatchRoutine
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.
2021-04-25 15:56:19 +02:00
JosJuice f96ee475e4 Implement ArmFPURoundMode.cpp
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.
2021-04-25 15:56:19 +02:00
Filoppi 3492f51eaf OnScreenDisplay: a few fixes
-They might have never drawn if DrawMessages wasn't called before they actually expired
-Their fade was wrong if the duration of the message was less than the fade time

This makes them much more useful for debugging, I know there might be other means
of debugging like logs and imgui, but this was the simplest so that's what I used.
If you want to print the same message every frame, but with a slightly different value
to see the changes, it now work.

To compensate for the fact that they are now always rendered once,
so on start up a lot of old messages (printed while the emulation was off) could show up,
I've added a "drop" time, which means if a msg isn't rendered for the first
time within that time, it will be dropped and never rendered.
2021-04-25 15:45:30 +03:00
Léo Lam aa3a96f048
Merge pull request #9644 from JosJuice/jit-fallback-discard
Jits: Fix interpreter fallback handling of discarded registers
2021-04-25 13:20:41 +02:00
JosJuice b3b5016f54 Jits: Fix interpreter fallback handling of discarded registers
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.
2021-04-25 13:01:40 +02:00
Léo Lam 1c6232e95f
Merge pull request #9646 from PatrickFerry/sw-textureencoder-alignedwidth
SW: Fix alignedWidth in TextureEncoder
2021-04-24 20:13:10 +02:00
Léo Lam 18174d3ed6
Merge pull request #9649 from leoetlino/cmake-auto-update-track
Make it possible to enable auto-updates by default with CMake builds
2021-04-24 19:44:51 +02:00
Léo Lam c812ab6a63
Jit: Optimize block link queries by using hash tables
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.)
2021-04-24 17:20:59 +02:00
JMC47 18e84361d9
Merge pull request #9660 from ezio1900/master
VideoCommon: Fix scissorOffset, handle negative value correctly
2021-04-23 21:21:53 -04:00
ezio1900 97ea3a603e VideoCommon: Fix scissorOffset, handle negative value correctly
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
2021-04-24 08:46:21 +08:00
JosJuice be5775614c
Merge pull request #9619 from leoetlino/scoped-fd
IOS/FS: Add a scoped FD class to make it harder to leak FDs
2021-04-23 21:53:25 +02:00
JosJuice f0bd6b105f
Merge pull request #9663 from leoetlino/mios-hle-patch
Fix IPL crash when launching MIOS-patched games
2021-04-23 21:00:29 +02:00
JMC47 cfc4af76a9
Merge pull request #9321 from Pokechu22/sw-copyregion
Software: Fix out of bounds accesses in CopyRegion
2021-04-23 14:07:46 -04:00
JMC47 4ab92d4757
Merge pull request #9350 from Pokechu22/sw-viewport
Software: Invert backface test when viewport is positive
2021-04-23 14:06:02 -04:00
Léo Lam 1686b637df
MIOS: Fix SConfig::OnNewTitleLoad not being called
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.
2021-04-22 21:55:07 +02:00
Léo Lam 568428ca67
HLE: Do not clobber 0x1800-0x3000 when using MIOS to fix IPL crash
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.
2021-04-22 21:50:05 +02:00
Léo Lam 34348fad1d
Merge pull request #9658 from lioncash/fallthrough
BlockingLoop/Jit64: Indicate explicit fallthrough where applicable
2021-04-20 00:28:13 +02:00
Lioncash adebc499f9 Jit64: Indicate explicit [[fallthrough]] within load helper 2021-04-19 17:37:44 -04:00
Lioncash e1dfcda8a6 BlockingLoop: Add explicit [[fallthrough]] annotations 2021-04-19 17:34:46 -04:00
Lioncash b21d62116d DataReport: Amend conditional test for data reports in IsValidMode
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.
2021-04-19 16:43:29 -04:00
Léo Lam cf80ed7f2d
Merge pull request #9653 from JosJuice/android-import-nand
Android: Add "Import BootMii NAND Backup"
2021-04-19 21:57:40 +02:00
JosJuice ceacd0930b Android: Add "Import BootMii NAND Backup" 2021-04-19 21:38:22 +02:00
Léo Lam ec5fbeb0d6
Merge pull request #9654 from JosJuice/android-12-early
Android: Early changes to adapt for Android 12
2021-04-19 21:25:18 +02:00
Patrick A. Ferry f6a4368192 SW: Fix alignedWidth in TextureEncoder
This was causing issues in Software Renderer. Look at bug 11487
2021-04-19 02:06:52 +01:00
ash!! 43ceba4fef optimize TextureCacheBase::SerializeTexture, ::DeserializeTexture
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.
2021-04-18 13:40:42 -07:00
JosJuice 5a1a642495 Android: Early changes to adapt for Android 12
We don't actually need to do this until we bump targetSdkVersion
to Android 12 (which we can't do yet since we're not compatible
with scoped storage), but I figured I'd get it out of the way early.

Not tested on Android 12, but tested to not break stuff on Android 10.
2021-04-18 18:33:43 +02:00
JMC47 821e51cda4
Merge pull request #7214 from stenzek/cp-access-sync
Fifo: Run/sync with the GPU on command processor register access
2021-04-18 11:17:25 -04:00
JosJuice dbd39ab2a0
Merge pull request #9642 from CrunchBite/xlink-bba-fix
Fix crash when stopping a game that does not use the BBA when XLink Kai BBA is selected in configuration
2021-04-18 10:43:32 +02:00
JosJuice 92308f5e34
Merge pull request #9645 from leoetlino/fifoplayer-optimization
FifoPlayer: Copy data with memcpy instead of one byte at a time
2021-04-18 10:43:26 +02:00
Léo Lam 5f355690e0
Make it possible to enable auto-updates by default with CMake builds
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.
2021-04-17 19:45:43 +02:00
Stenzek e3ac5dca32 Fifo: Run/sync with the GPU on command processor register access 2021-04-18 03:24:01 +10:00
JMC47 d26d179484
Merge pull request #9647 from leoetlino/fix-pch-fmt
Fix PCH when building with CMake + Ninja + MSVC on Windows
2021-04-17 13:18:44 -04:00
Léo Lam a12d365d60
Fix PCH when building with CMake + Ninja + MSVC on Windows
fmt/format.h is included in the PCH, so we need to make sure fmt is
actually in the include path.

Not sure how Visual Studio + CMake manages to build without this.
2021-04-17 17:48:47 +02:00
Léo Lam cc32fa91af
FifoPlayer: Copy data with memcpy instead of one byte at a time
Copying with memcpy/std::copy is a lot faster than writing one byte
at a time. And the behavior should be fully equivalent.
2021-04-17 16:02:43 +02:00
Connor McLaughlin edeb6bcdb7
Merge pull request #9635 from stenzek/amd-exclusive-fullscreen
Vulkan: Work around AMD exclusive fullscreen bug (21.3+)
2021-04-17 16:09:09 +10:00
CrunchBite d6b2fe2c0a Fix crash when stopping a game that does not use the BBA 2021-04-15 09:01:52 -04:00
JMC47 14959a1087
Merge pull request #9636 from sspacelynx/mali-broken-and
DriverDetails: Fix broken vector bitwise AND on Mali drivers
2021-04-14 07:04:16 -04:00
Dentomologist e0a8d931fc Updater: Add code documentation Markdown file
Add docs/autoupdate_overview.md which gives an overview of the update
process, and comments pointing to it in autoupdate related files.
2021-04-13 15:37:31 -07:00
Léo Lam 336518049d
WiiUtils: Add helper functions to get emulated/real Bluetooth device
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".
2021-04-12 18:16:56 +02:00
Léo Lam 136f59b434
DolphinQt: Fix latent build error on Windows 2021-04-12 18:16:56 +02:00
Connor McLaughlin b24e3f2f1a Vulkan: Work around AMD exclusive fullscreen bug (21.3+) 2021-04-12 12:41:17 +10:00
sspacelynx aba9cae5ab
DriverDetails: Fix broken vector bitwise AND on Mali drivers 2021-04-11 15:15:02 +02:00
JMC47 5322256065
Merge pull request #9625 from leoetlino/mmu-sdr-update
MMU: Fix SDR updates being silently dropped in some cases
2021-04-06 20:23:13 -04:00
Léo Lam 3b6fdb74f6
Merge pull request #9628 from Dentomologist/wiiutils_fix_reference_to_temporary_subobject
WiiUtils: Remove reference qualifier
2021-04-07 01:46:45 +02:00
Léo Lam f18743ab89
Merge pull request #9576 from Pokechu22/invalid-gfx-reg-quirk
Add game quirks for unknown BP/CP/XF commands
2021-04-07 01:46:21 +02:00
Léo Lam c1617460a1
Merge pull request #9480 from leoetlino/saturating-cast
MathUtil: Add SaturatingCast to cast floats more safely
2021-04-07 01:43:39 +02:00
Léo Lam 1a9e72c9bb
DiscIO: Use MathUtil::SaturatingCast 2021-04-06 23:27:23 +02:00
Léo Lam 8d21fa56a1
UnitTests: Use MathUtil::SaturatingCast to avoid UB
[conv.fpint]/1:

> A prvalue of a floating-point type can be converted to a prvalue of
> an integer type. The conversion truncates; that is, the fractional
> part is discarded. The behavior is undefined if the truncated value
> cannot be represented in the destination type.
2021-04-06 23:27:23 +02:00
Léo Lam 48712168b8
MathUtil: Add SaturatingCast to cast floats more safely 2021-04-06 23:27:23 +02:00
Pokechu22 dad309d365 Disable ICache emulation for some games
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.
2021-04-06 12:44:10 -07:00
Pokechu22 f32b771f7a Skip loading unknown XF registers in the FIFO player
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.
2021-04-06 11:54:49 -07:00
Pokechu22 cde6cf2ab5 Track and log CP commands 0x00/0x10/0x20 differently from other unknown commands
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.
2021-04-06 11:54:49 -07:00
Pokechu22 193f6a67a7 Log a warning for inexact uses of MATINDEX or VCD commands 2021-04-06 11:54:48 -07:00
Pokechu22 7fe1292c62 Add game quirks for unknown BP/CP/XF commands 2021-04-06 11:44:31 -07:00
Léo Lam 49edd5f482
MMU: Remove a bunch of useless swaps
The swaps are confusing and don't accomplish much.

It was originally written like this:

u32 pte = bswap(*(u32*)&base_mem[pteg_addr]);

then bswap was changed to Common::swap32, and then the array access
was replaced with Memory::Read_U32, leading to the useless swaps.
2021-04-06 18:25:29 +02:00
Léo Lam 960d957f4f
MMU: Fix SDR updates being silently dropped in some cases
While 6xx_pem.pdf §7.6.1.1 mentions that the number of trailing
zeros in HTABORG must be equal to the number of trailing ones
in the mask (i.e. HTABORG must be properly aligned), this is actually
not a hard requirement. Real hardware will just OR the base address
anyway. Ignoring SDR changes would lead to incorrect emulation.

Logging a warning instead of dropping the SDR update silently is a
saner behaviour.
2021-04-06 18:25:09 +02:00
Dentomologist c892c27259 WiiUtils: Remove reference qualifier
Remove & to avoid reference to a temporary subobject.  Fixes error C2131
on upcoming version of msbuild.
2021-04-06 08:35:03 -07:00
Léo Lam ac250f7c20
Merge pull request #9623 from Techjar/pauseandlock-fix
Core: Fix PauseAndLock segfaulting under certain circumstances
2021-04-06 12:45:35 +02:00
Léo Lam e89ae71cec
Merge pull request #9388 from JosJuice/default-locale
Set console's default language/country/region based on computer settings
2021-04-06 12:34:58 +02:00
Léo Lam a1ee6ace71
Merge pull request #9620 from Dentomologist/convert_gamelist_col_to_enum_class
Convert GameList col enum to enum class
2021-04-06 12:08:15 +02:00
JMC47 5222a4b7e5
Merge pull request #9585 from JosJuice/jitarm64-skip-carry
JitArm64: Skip calculating carry flag when not needed
2021-04-06 04:41:16 -04:00
JMC47 99d43362e6
Merge pull request #9351 from JosJuice/discard-registers
Jits: Discard registers which we know will be overwritten
2021-04-06 04:40:26 -04:00
Techjar 9235a9035b Core: Fix PauseAndLock segfaulting under certain circumstances
This can happen if it's called before the core has fully initialized.
2021-04-03 17:52:03 -04:00
Léo Lam 6d1eb6ae5a
Merge pull request #9621 from Pokechu22/cassert
Replace uses of cassert with Common/Assert.h
2021-04-03 12:46:21 +02:00
Pokechu22 004dfd1586 Replace uses of cassert with Common/Assert.h 2021-04-02 10:18:18 -07:00
Dentomologist 601dcfaefd GameList: Rename Column enum members
Remove COL_ prefix and change to TitleCase
2021-04-02 09:17:27 -07:00
Dentomologist b8bd877a41 GameList: Convert columns to enum class 2021-04-02 09:14:31 -07:00
blåhaj f339bc69c8 VertexShaderGen: Sonic epsilon hack for OpenGL ES
debaf63fe8 moved the "Sonic epsilon hack"
to vertex shaders. However, it was only done for targets with depth
clamping. If this is not available, for example the target is OpenGL ES,
the Sonic problem appears (https://bugs.dolphin-emu.org/issues/11897).

A version of the "Sonic epsilon hack" is added for targets without
depth clamping.
2021-04-02 15:12:30 +02:00
Léo Lam 391644dbb5
IOS/FS: Add a scoped FD class to make it harder to leak FDs
This changes FileSystemProxy::Open to return a file descriptor wrapper
that will ensure the FD is closed when it goes out of scope.

By using such a wrapper we make it more difficult to forget to close
file descriptors.

This fixes a leak in ReadBootContent. I should have added such a class
from the beginning... In practice, I don't think this would have caused
any obvious issue because ReadBootContent is only called after an IOS
relaunch -- which clears all FDs -- and most titles do not get close
to the FD limit.
2021-04-01 21:34:58 +02:00
Markus Wick a2fa9aab5b
Merge pull request #9618 from JosJuice/jitarm64-pc-0
JitArm64: Allow DoJit at address 0 (fix launching Wii titles)
2021-04-01 12:43:23 +02:00
JosJuice b3f71f7cdc JitArm64: Allow DoJit at address 0 (fix launching Wii titles)
JitArm64::DoJit contains a check where it prints a warning and tries
to pause emulation if instructed to compile code at address 0. I'm
assuming this was done in order to provide a nicer error behavior
in cases where PC was accidentally set to null. Unfortunately, it
has started causing us problems recently, as 688bd61 writes and runs
some code at address 0 to simulate the PPC being held in reset.
What makes this worse is that calling Core::SetState from the CPU
thread is actually not allowed and will cause a deadlock instead of
the intended behavior. I don't believe there is anything on a real
console that would stop you from executing code at address 0 (as
long as the MMU has been set up to allow it), and Jit64::DoJit
doesn't contain any check like this, so let's remove the check.
2021-04-01 11:28:53 +02:00
JMC47 ce8e87c64b
Merge pull request #8747 from iwubcode/map-freelook
Support controlling Free Look via input bindings (motion controls, gamepad, etc!)
2021-04-01 01:05:00 -04:00
Léo Lam 06439a2d40
Merge pull request #9610 from CookiePLMonster/fix-shortcut-creation
Fix shortcut creation
2021-03-30 17:30:37 +02:00
LC 7a16231e98
Merge pull request #9614 from JosJuice/okay-fine-i-give-in
Android: Add "Synchronize GPU Thread" setting (SyncOnSkipIdle/SyncGPU)
2021-03-28 09:29:08 -04:00
LC 18e7009db2
Merge pull request #9613 from JosJuice/android-delete-game-ini-more
Android: Expand the game INI deletion prompt
2021-03-28 09:28:26 -04:00
JosJuice ed5e61a250 Android: Add "Synchronize GPU Thread" setting (SyncOnSkipIdle/SyncGPU)
Many Android users want to disable SyncOnSkipIdle as a performance
hack, to the point where it's often suggested as something to
paste into Dolphin.ini (if not to use a fork). If adding it as
a setting in the GUI gives us an opportunity to explain what the
setting actually does and stops people from pasting stuff they
don't understand into INI files, I think it can be worth adding
despite how it can make games unstable. It not being in the GUI
doesn't seem to be stopping people from disabling it anyway.

The added setting in the GUI is a three-way setting called
"Synchronize GPU Thread" with the following alternatives:

"Never":            SyncGPU = False, SyncOnIdleSkip = False
"On Idle Skipping": SyncGPU = False, SyncOnIdleSkip = True
"Always":           SyncGPU = True,  SyncOnIdleSkip = True
2021-03-28 15:10:57 +02:00
JosJuice 3a2fcf9fc6 Android: Expand the game INI deletion prompt
See PR 8203 for background on the game INI deletion prompt.

It's been almost two years since PR 8203 was merged, so you
would think that people are no longer creating game INIs that
contain a copy of every global setting, right? Unfortunately,
MMJ was forked not too long before that and never backported the
change, so right now there's a not insignificant number of people
online posting game INIs full of this garbage for others to use.

One thing that's been missing from the game INI deletion prompt
is a description of what the problem with having tons of extra
lines in a game INI actually is. This change adds that, in the
the hope that it will make people ignore the warning less often.
2021-03-28 14:11:09 +02:00
JosJuice e677f641a0 Android: Rename "Enable Logging" to "Write Logs to File"
This option does in fact not enable and disable logging as a whole.
You can get logs through logcat regardless of this setting.

Also taking the opportunity to remove the reference to
the "dolphin-emu" folder name since we will no longer be
using that folder once scoped storage is applied to Dolphin.
2021-03-28 13:57:52 +02:00
Silent d4b7ed4e38
GameList: Use titles from the Title Database for shortcut creation
Makes titles consistent with Dolphin's game list
2021-03-27 19:02:27 +01:00
Silent 0fb8f735e5
GameList: Remove invalid characters when creating a desktop shortcut
Fixes shortcut creation for games that have e.g. : in names.
2021-03-27 19:02:27 +01:00
JosJuice 27ddf6382b Set console's default language/country/region based on computer settings 2021-03-27 10:05:26 +01:00
JosJuice a1000afacc Add utility functions for GameCube language codes 2021-03-27 09:46:46 +01:00
Léo Lam 8d2b0fff8a
Merge pull request #9545 from leoetlino/es-launch-timings
IOS: Improve timing accuracy for title launches (both ARM and PPC)
2021-03-27 01:47:28 +01:00
Léo Lam 8fab253212
Merge pull request #9609 from Pokechu22/fix-WriteVertexArray
Fix PanicAlert when recording FIFOs
2021-03-27 01:39:53 +01:00
Léo Lam da534c7d75
Merge pull request #9571 from JosJuice/netplay-sync-more-settings
NetPlay: Sync more settings
2021-03-27 01:38:33 +01:00
Pokechu22 4008b2aca0 Fix PanicAlert when recording FIFOs 2021-03-26 17:27:21 -07:00
Pokechu22 51de3d0fd1 Refactor CP array constants slightly 2021-03-26 17:27:21 -07:00
Léo Lam c915b780cf
Merge pull request #9596 from Minty-Meeo/apply-moar-RunAsCPUThread
Apply More Core::RunAsCPUThread
2021-03-27 01:11:34 +01:00
Léo Lam cd6ee13320
Merge pull request #9608 from Bonta0/swapucode
DSPHLE: Don't restore the last UCode when the crc doesn't match
2021-03-27 01:02:47 +01:00
Bonta-kun b7f62b7a37 DSPHLE: Don't restore the last UCode when the crc doesn't match 2021-03-27 00:42:43 +01:00
Léo Lam f29c8b83c0
Merge pull request #9597 from Pokechu22/alt-enter
Open the properties window when alt+enter is used on the game list
2021-03-27 00:39:42 +01:00
JosJuice 9e21f6f7f7
Merge pull request #9582 from endrift/gba-sync
SI/DeviceGBA: Improve link stability
2021-03-26 20:19:31 +01:00
JosJuice 62ce1c7653 Jits: Discard registers which we know will be overwritten
This commit adds a new "discarded" state for registers.
Discarding a register is like flushing it, but without
actually writing its value back to memory. We can discard
a register only when it is guaranteed that no instruction
will read from the register before it is next written to.

Discarding reduces the register pressure a little, and can
also let us skip a few flushes on interpreter fallbacks.
2021-03-24 20:48:44 +01:00
JosJuice 901170e299 PPCTables: Use u64 for instruction flags
We've run out of space :(
2021-03-24 20:48:36 +01:00
JosJuice fa04e5a7d3
Merge pull request #9603 from Bonta0/audio-init
AudioCommon: Split Initialization
2021-03-24 14:18:15 +01:00
Bonta-kun 66e39de1ab AudioCommon: Initialize before HW 2021-03-24 14:11:49 +01:00
JosJuice 1845c5948d PPCAnalyst: Rework the store-safe logic
The output of instructions like fabsx and ps_sel is store-safe
if and only if the relevant inputs are. The old code was always
marking the output as store-safe if the output was a single,
and never otherwise.

Also, the old code was treating the output of psq_l/psq_lu as
store-safe, which seems incorrect (if dequantization is disabled).
2021-03-24 12:02:09 +01:00
JosJuice 3bd920638d JitArm64: Use STP for pc/npc, part 2
I missed one place in dd8e504.
2021-03-23 21:27:07 +01:00
JosJuice c0eb95481f VolumeVerifier: Align partition reads to groups
This improves the speed of verifying Wii WIA/RVZ files.
For me, the verification speed for LZMA2-compressed files
has gone from 11-12 MiB/s to 13-14 MiB/s.

One thing VolumeVerifier does to achieve parallelism is to
compute hashes for one chunk of data while reading the next
chunk of data. In master, when reading data from a Wii
partition, each such chunk is 32 KiB. This is normally fine,
but with WIA and RVZ it leads to rather lopsided read times
(without the compute times being lopsided): The first 32 KiB
of each 2 MiB takes a long time to read, and the remaining
part of the 2 MiB can be read nearly instantly. (The WIA/RVZ
code has to read the entire 2 MiB in order to compute hashes
which appear at the beginning of the 2 MiB, and then caches
the result afterwards.) This leads to us at times not doing
much reading and at other times not doing much computation.
To improve this, this change makes us use 2 MiB chunks
instead of 32 KiB chunks when reading from Wii partitions.

(block = 32 KiB, group = 2 MiB)
2021-03-22 21:07:01 +01:00
JosJuice bbacefeb75 VolumeVerifier: Handle contents overlapping
This can't actually happen in practice due to how WAD files work,
but it's very easy to add support for thanks to the last commit,
so we might as well add support for it.
2021-03-22 20:05:11 +01:00
JosJuice 10e1acf25c VolumeVerifier: Handle overlapping blocks more efficiently
The performance gains of doing this aren't too important since you
normally wouldn't run into any disc image that has overlapping blocks
(which by extension means overlapping partitions), but this change also
lets us get rid of things like VolumeVerifier's mutex that used to
exist just for the sake of handling overlapping blocks.
2021-03-22 20:05:11 +01:00
LC 15ebb1d9e4
Merge pull request #9566 from Sintendo/jit64divwx
Jit64: Optimize divwx
2021-03-22 14:40:02 -04:00
LC 210ddcf5ee
Merge pull request #9592 from JosJuice/android-launch-rescan
Android: Fix rescanning on first app launch after cache clear
2021-03-22 14:34:02 -04:00
LC 14cff8dc3a
Merge pull request #9599 from JosJuice/android-gfx-hacks-settings
Android: Add some missing settings to Hacks section of Graphics
2021-03-22 14:33:32 -04:00
LC 3bedede928
Merge pull request #9601 from JosJuice/android-scrollbar-width
Android: Minor design tweaks to the in-game menu
2021-03-22 14:30:05 -04:00
JosJuice d1946aded6 Avoid using panic alerts in DiscIO
Panic alerts in DiscIO can potentially be very annoying since
large amounts of them can pop up when loading the game list
if you have some particularly weird files in your game list.

This was a much bigger problem back in 5.0 with its
"Tried to decrypt data from a non-Wii volume" panic alert, but
I figured I would take it all the way and remove the remaining
panic alerts that can show up when loading the game list.

I have exempted uses of ASSERT/ASSERT_MSG since they indicate
a bug in Dolphin rather than a malformed file.
2021-03-20 12:58:54 +01:00
Vicki Pfau 9a4704f1ee SI/DeviceGBA: Improve link stability 2021-03-19 19:17:09 -07:00
JosJuice baecddd262 JitArm64: Skip calculating carry flag when not needed 2021-03-19 23:02:24 +01:00
Markus Wick bcd572a820
Merge pull request #9593 from JosJuice/jitarm64-constant-carry
JitArm64: Constant carry flag optimizations
2021-03-19 22:58:17 +01:00
JosJuice 4c2cdb61df JitArm64: Constant carry flag optimizations
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.
2021-03-19 22:40:19 +01:00
JosJuice 1a88656cce Android: Limit the height of the in-game menu's game title
If the title is too long, there may not be much space left
for the actual menu items.
2021-03-19 21:51:17 +01:00
JosJuice 8fa5f67277 Android: Make the in-game menu scrollbar wider
It was still rather hard to notice, even with autohide disabled.
2021-03-19 21:38:04 +01:00