Cleans up some locks that explicitly specify the recursive mutex type in
it. Meant to be included with the previous commit that cleaned out
regular mutexes, but I forgot.
This code was storing references to patch entries which could move around in memory if a patch was erased from the middle of a vector or if the vector itself was reallocated. Instead, NewPatchDialog maintains a separate copy of the patch entries which are committed back to the patch if the user accepts the changes.
These games are erroneously zeroing buffers before they can be fully copied to ARAM by DMA. The responsible memset() calls are followed by a call to DVDRead() which issues dcbi instructions that effectively cancel the memset() on real hardware. Because Dolphin lacks dcache emulation, the effects of the memset() calls are observed, which causes missing audio.
In a comment on the original bug, phire noted that the issue can be corrected by simply nop'ing out the offending memset() calls. Because the games dynamically load different .rel executables based on the character and/or language, the addresses of these calls can vary.
To deal generally with the problem of code being dynamically loaded to fixed, known addresses, the patch engine is extended to support conditional patches which require a match against a known value. This sort of thing is already achievable with Action Replay/Gecko codes, but their use depends on enabling cheats globally in Dolphin, which is not a prerequisite shared by patches.
Patches are included for every region, character, and language combination. They are enabled by default.
The end result is an approximation of the games' behavior on real hardware without the associated complexity of proper dcache emulation.
https://bugs.dolphin-emu.org/issues/9840
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.
C++17 allows omitting the mutex type, which makes for both less reading
and more flexibility (e.g. The mutex type can change and all occurrences
don't need to be updated).
Allows the analyzer to exist independently of the DSP structure. This
allows for unit-tests to be created in a nicer manner.
SDSP is only necessary during the analysis phase, so we only need to
keep a reference around to it then as opposed to the entire lifecycle of
the analyzer.
This also allows the copy/move assignment operators to be defaulted, as
a reference member variable prevents that.
Now that we have the convenience functions around the flag
bit manipulations, there's no external usages of the flags, so we can
make these private to the analyzer implementation.
Now the Analyzer namespace is largely unnecessary and can be merged with
the DSP namespace in the next commit.
This commit implements the following commands:
* open
* close
* GetMode
* SetLinkState (used to actually trigger scanning)
* GetLinkState (used to check if the driver is in the expected state)
* GetInfo
* RecvFrame and RecvNotification (stubbed)
* Disassociate (stubbed)
GetInfo was already implemented, but the structure wasn't initialized
correctly so the info was being rejected by official titles.
That has also been fixed in this commit.
Some of the checks may seem unimportant but official titles actually
require WD to return error codes... Failing to do so can cause hangs
and softlocks when DS communications are shut down.
This minimal implementation is enough to satisfy the Mii channel
and all other DS games, except Tales of Graces (https://dolp.in/i11977)
which still softlocks because it probably requires us to actually
feed it frame data.
NCD returns an error if it receives a request to lock the driver
when it is already locked.
Emulating this may seem pointless, but it turns out PPC-side code
expects NCD to return an error and will immediately fail and stop
initialising wireless stuff if NCD succeeds.
In 8c723d0, I intended to update the main activity, emulation
activity and game properties dialog, but I forgot to actually
update the game properties dialog. This commit fixes that.
The changes outside of GamePropertiesDialog.java are just
to hide the Wii controller settings for GameCube games.
Localizes code that modifies m_dsp into the struct itself. This reduces
the overal coupling between DSPCore and SDSP by reducing access to its
member variables.
This commit is only code movement and has no functional changes.
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 =)
Shifting zero by any amount always gives zero.
Before:
41 B9 00 00 00 00 mov r9d,0
41 8B CF mov ecx,r15d
49 C1 E1 20 shl r9,20h
49 D3 F9 sar r9,cl
49 C1 E9 20 shr r9,20h
After:
Nothing, register is set to constant zero.
Before:
41 B8 00 00 00 00 mov r8d,0
41 8B CF mov ecx,r15d
49 C1 E0 20 shl r8,20h
49 D3 F8 sar r8,cl
41 8B C0 mov eax,r8d
49 C1 E8 20 shr r8,20h
44 85 C0 test eax,r8d
0F 95 45 58 setne byte ptr [rbp+58h]
After:
C6 45 58 00 mov byte ptr [rbp+58h],0
Occurs a bunch of times in Super Mario Sunshine. Since this is an
arithmetic shift a similar optimization can be done for constant -1
(0xFFFFFFFF), but I couldn't find any game where this happens.
Shifting zero by any amount always gives zero.
Before:
41 BF 00 00 00 00 mov r15d,0
8B CF mov ecx,edi
49 D3 E7 shl r15,cl
45 8B FF mov r15d,r15d
After:
Nothing, register is set to constant zero.
All games I've tried hit this optimization on launch. In Soul Calibur II
it occurs very frequently during gameplay.
Much like we did for srawx. This was already implemented on JitArm64.
Before:
B8 00 00 00 00 mov eax,0
8B F0 mov esi,eax
C1 E8 1F shr eax,1Fh
23 C6 and eax,esi
D1 FE sar esi,1
88 45 58 mov byte ptr [rbp+58h],al
After:
C6 45 58 00 mov byte ptr [rbp+58h],0
If both input registers hold known values at compile time, we can just
calculate the result on the spot.
Code has mostly been copied from JitArm64 where it had already been implemented.
Before:
BF FF FF FF FF mov edi,0FFFFFFFFh
8B C7 mov eax,edi
C1 FF 10 sar edi,10h
C1 E0 10 shl eax,10h
85 F8 test eax,edi
0F 95 45 58 setne byte ptr [rbp+58h]
After:
C6 45 58 01 mov byte ptr [rbp+58h],1
More efficient code can be generated if the shift amount is known at
compile time. We can once again take advantage of shifts with the shift
amount in an 8-bit immediate to eliminate ECX as a scratch register,
reducing register pressure and removing the occasional spill. We can
also do 32-bit shifts instead of 64-bit operations.
We recognize four distinct cases:
- The special case where we're dealing with the PowerPC's quirky shift
amount masking. If the shift amount is a number from 32 to 63, all
bits are shifted out and the result it either all zeroes or all ones.
Before:
B9 F0 FF FF FF mov ecx,0FFFFFFF0h
8B F7 mov esi,edi
48 C1 E6 20 shl rsi,20h
48 D3 FE sar rsi,cl
8B C6 mov eax,esi
48 C1 EE 20 shr rsi,20h
85 F0 test eax,esi
0F 95 45 58 setne byte ptr [rbp+58h]
After:
8B F7 mov esi,edi
C1 FE 1F sar esi,1Fh
0F 95 45 58 setne byte ptr [rbp+58h]
- The shift amount is zero. Not calculation needs to be done, just clear
the carry flag.
Before:
B9 00 00 00 00 mov ecx,0
49 C1 E5 20 shl r13,20h
49 D3 FD sar r13,cl
41 8B C5 mov eax,r13d
49 C1 ED 20 shr r13,20h
44 85 E8 test eax,r13d
0F 95 45 58 setne byte ptr [rbp+58h]
After:
C6 45 58 00 mov byte ptr [rbp+58h],0
- The carry flag doesn't need to be computed. Just do the arithmetic
shift.
Before:
B9 02 00 00 00 mov ecx,2
48 C1 E7 20 shl rdi,20h
48 D3 FF sar rdi,cl
48 C1 EF 20 shr rdi,20h
After:
C1 FF 02 sar edi,2
- The carry flag must be computed. In addition to the arithmetic shift,
we do a shift to the left and and them together to know if any ones
were shifted out. It's still better than before, because we can do
32-bit shifts.
Before:
B9 02 00 00 00 mov ecx,2
49 C1 E5 20 shl r13,20h
49 D3 FD sar r13,cl
41 8B C5 mov eax,r13d
49 C1 ED 20 shr r13,20h
44 85 E8 test eax,r13d
0F 95 45 58 setne byte ptr [rbp+58h]
After:
41 8B C5 mov eax,r13d
41 C1 FD 02 sar r13d,2
C1 E0 1E shl eax,1Eh
44 85 E8 test eax,r13d
0F 95 45 58 setne byte ptr [rbp+58h]
More efficient code can be generated if the shift amount is known at
compile time. Similar optimizations were present in JitArm64 already,
but were missing in Jit64.
- By using an 8-bit immediate we can eliminate the need for ECX as a
scratch register, thereby reducing register pressure and occasionally
eliminating a spill.
Before:
B9 18 00 00 00 mov ecx,18h
41 8B F7 mov esi,r15d
48 D3 E6 shl rsi,cl
8B F6 mov esi,esi
After:
41 8B CF mov ecx,r15d
C1 E1 18 shl ecx,18h
- PowerPC has strange shift amount masking behavior which is emulated
using 64-bit shifts, even though we only care about a 32-bit result.
If the shift amount is known, we can handle this special case
separately, and use 32-bit shift instructions otherwise. We also no
longer need to clear the upper 32 bits of the register.
Before:
BE F8 FF FF FF mov esi,0FFFFFFF8h
8B CE mov ecx,esi
41 8B F4 mov esi,r12d
48 D3 E6 shl rsi,cl
8B F6 mov esi,esi
After:
Nothing, register is set to constant zero.
- A shift by zero becomes a simple MOV.
Before:
BE 00 00 00 00 mov esi,0
8B CE mov ecx,esi
41 8B F3 mov esi,r11d
48 D3 E6 shl rsi,cl
8B F6 mov esi,esi
After:
41 8B FB mov edi,r11d
More efficient code can be generated if the shift amount is known at
compile time. Similar optimizations were present in JitArm64 already,
but were missing in Jit64.
- By using an 8-bit immediate we can eliminate the need for ECX as a
scratch register, thereby reducing register pressure and occasionally
eliminating a spill.
Before:
B9 18 00 00 00 mov ecx,18h
45 8B C1 mov r8d,r9d
49 D3 E8 shr r8,cl
After:
45 8B C1 mov r8d,r9d
41 C1 E8 18 shr r8d,18h
- PowerPC has strange shift amount masking behavior which is emulated
using 64-bit shifts, even though we only care about a 32-bit result.
If the shift amount is known, we can handle this special case
separately, and use 32-bit shift instructions otherwise.
Before:
B9 F8 FF FF FF mov ecx,0FFFFFFF8h
45 8B C1 mov r8d,r9d
49 D3 E8 shr r8,cl
After:
Nothing, register is set to constant zero.
- A shift by zero becomes a simple MOV.
Before:
B9 00 00 00 00 mov ecx,0
45 8B C1 mov r8d,r9d
49 D3 E8 shr r8,cl
After:
45 8B C1 mov r8d,r9d
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.
Basically, instead of having one button for config, one button
for graphics settings and so on, we now have just one settings
button which takes you to a screen where you pick between
config/graphics/GameCube controllers/Wii Remotes.
The main reason I want to do this is because people still have
trouble finding Overlay Controls in the "new" in-game menu.
Typically (depending on the screen size and the length of the
game name), the scrollable part of the menu can fit 4 items,
and merging Config and Graphics Settings into one item would
move Overlay Controls from 5th place to 4th place (assuming the
user doesn't have savestates enabled), which makes it findable
even for users who don't realize the menu can be scrolled.
The dialog that's shown when long pressing a game in the game
list is also shortened. While not a pressing matter, I think
it was getting a bit long.
An additional reason to do this is because we probably will
want to make it possible to edit the controller settings
from the in-game menu at some point in the future. With the
old approach, this would require us to dedicate a whopping 4
menu items just for settings (not including Overlay Controls),
which I think is excessive.
Introduces the system class that will eventually contain all relevant
system state, as opposed to everything being distributed all over the
place as global variables.
Throughout the codebase we have code that from its interface-view, does
not actually require its dependencies to be described in the interface,
and we routinely run into issues with initialization where we sometimes
make use of a facility before it's been initialized, which leads to
annoying to debug cases, because the reader needs to run through the
codebase and see what order things get initialized in, and how they're
being used. This is particularly a frequent issue in the video code.
Further, we also have a lot of code that makes use of file-scope
variables (many of which are non-trivial), which must all be default
initialized before the application can actually enter main(). While this
may not be a huge issue in itself, some of these are allocating, which
means that the application may need to use memory that it otherwise
wouldn't need to (e.g. when a game isn't running, this excess memory is
being used).
Being able to wrap all these subsystems into objects would be nicer,
since they can be constructed when they're actually needed. Them being
objects also means we can better express dependencies on subsystems as
types directly in the interface, making them explicit to the reader
instead of a change randomly blowing up, said reader inspecting it, and finding
out that something needed to be initialized beforehand. With the global
turned into a function parameter, the dependency is explicit and they
know just by reading it, that the given subsystem needs to be in a valid
state before calling the function.
For a prior example of an emulator that has moved to this model, see
yuzu, which has been migrated off of global variables all over the place
and replaced with a system instance (which has now reached the stage,
where the singleton can be removed).
We want to clear/memset the padding bytes, not just each member,
so using assignment or {} initialization is not an option.
To silence the warnings, cast the object pointer to u8* (which is not
undefined behavior) to make it explicit to the compiler that we want
to fill the object representation.
TunTap has recently become unmaintained, and it seems Apple wants developers to move away from kexts in general. TunTap currently takes some finagling to work on Catalina, and it may not work at all on Big Sur, necessitating a non-kext-based solution. Fortunately, fake Ethernet devices were introduced in Sierra and can be used similarly to tap adapters. This commit adds a new type of BBA interface implementation which uses fake Ethernet devices via tapserver (https://github.com/fuzziqersoftware/tapserver) to communicate with the host. This implementation was tested with PSO Episodes I & II, which can successfully connect to a private server running locally.
This implementation is only available on macOS, since that's the only place it's needed - Windows/Linux/Unix are unaffected by TunTap being deprecated.
Make sure m_is_populating_devices is true when a WM_INPUT_DEVICE_CHANGE
event is received directly on the ciface thread, so that callbacks do
not occur while removing devices. This breaks a hold-and-wait deadlock
between the ciface thread and the CPU thread when using emulated
Wiimotes.
Co-authored-by: brainleq <brainleq@users.noreply.github.com>
Co-authored-by: oldmud0 <oldmud0@users.noreply.github.com>
If we want to enable codes in the default game INIs,
we should have some way for users to disable them.
This commit accomplishes that by adding a *_Disabled
section corresponding to each *_Enabled section.
In order to reach the middle guard (at m_stack_base + GUARD_OFFSET)
before the bottom guard (at m_stack_base), the stack pointer
must start at an address which is higher than the middle guard.
It also didn't make sense that we were allocating memory
and then not using the top part of it.
Nintendo's official title installation code and ES both only look at
content IDs but we should probably check for content hashes in addition
to checking for IDs for at least two reasons:
1. Some of the installed contents could be corrupted -- this cannot be
easily detected without checking hashes.
2. Some mod distributors do not bother to update content IDs, which
means that installing updates from the UI would not actually
update the installed game. This is confusing for users.
To keep the existing semantic (for IOS especially), the new content
hash checks are opt-in for callers of GetStoredContentsFromTMD.
This commit changes WiiUtils's WAD installation logic to enable
the content hash checks.
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.
If the compiler can detect an issue with a format string at compile
time, then we should take advantage of that and turn the issue into a
hard compile-time error as such problems almost always lead to UB.
This helps with catching logging or assertion messages that have been
converted over to fmt but are still using the old, non-fmt variants
of the logging macros.
This commit also fixes all incorrect usages that I could find.
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.
Fixes https://bugs.dolphin-emu.org/issues/12327.
When we started using fmt in CheckExternalExceptions, JitArm64
mysteriously stopped working even though the code path where
fmt was used never was reached. This is because the compiler
added a function prologue and epilogue to set up the stack,
since the code path that used fmt required the use of the stack.
However, the breakage didn't actually have anything to do
with the usage of the stack in itself, but rather with the
compiler's insertion of a stack canary. In the function
epilogue, a cmp instruction was inserted to check that the
stack canary had not been overwritten during the execution
of the function. This cmp instruction overwriting the status
flags ended up having a disastrous side effect once execution
returned to code emitted by JitArm64::WriteExceptionExit.
JitArm64's dispatcher contains a branch to the "do_timing"
code which is intended to be taken if the PPC downcount is
negative. However, the dispatcher doesn't update the status
flags on its own before this conditional branch, but rather
expects the calling code to have set them as a side effect
of DoDownCount. The root cause of our bug was that
JitArm64::WriteExceptionExit was calling DoDownCount before
Check(External)Exceptions instead of after.
1. Comparing string_views does not behave the same as strncmp
in the case where SConfig's game ID is longer than 6 chars.
2. DTMHeader::GetGameID wasn't excluding null bytes for game IDs
shorter than 6 chars.
3. == was accidentally used instead of !=.
This issue is both severe and surprisingly difficult to find
the root cause of, so I think it would make sense to add a simple
hotfix for now. https://bugs.dolphin-emu.org/issues/12327
Fallback Region
A user-selected fallback to use instead of the default PAL
This is used for unknown region or region free titles to give them
the ability to force region to use. This replaces the current fallback region
of PAL. This can be useful if a user is trying to play a region free
tilte that is originally NTSC and expects to be run at NTSC speeds. This
may be done when a user attempts to dump a WAD of their own without
understanding the settings they have chosen, or could be an intentional
decision by a developer of a ROM hack that can be injected into a
Virtual Console WAD.
Remove using System Menu region being checked in GetFallbackRegion
Use DiscIO::Region instead of std::String for fallback
Add explanation text for Fallback Region
Unfortunately, adding a DEBUG_ASSERT_MSG_FMT isn't actually possible
right now because of compiler bugs:
https://github.com/dolphin-emu/dolphin/pull/9284
We could require a newer version of GCC (10) but that would require
updating GCC on the build machines.
For what it's worth, older versions of GCC (8, 9) are broken in
many ways: adding constexpr to some Matrix functions causes GCC 8
to generate bugged code that causes the Wii IR pointer to disappear,
which means that the generated builds are already unusable
(see https://dolp.in/i12324).
Additionally, we've already had to add workarounds for those versions
in the format macros to fix compilation bugs. This time, it looks like
workarounds won't cut it; even applying the workaround
described in https://github.com/fmtlib/fmt/pull/1580 does not help.
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.
Converts the remaining PowerPC code over to fmt-capable logging.
Now, all that's left to convert over are the lingering remnants within
the frontend code.
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.
Disable -Wstringop-truncation warnings as they result in many false
positives.
In most (all?) cases where std::strncpy is used, we want to fill the
entire buffer or match emulated code that also ignores the null
terminator, so the warnings are not useful.
Given that Dolphin itself mostly uses std::string, they do not
really help catch any bugs.
gameID isn't null terminated since it is just an std::array<char, 6>
and .data() returns a char* so {fmt} would go way beyond the bounds of
the array when it attempts to determine the length of the string.
The fix is to pass a std::string_view to {fmt}. This commit adds
a GetGameID() function that can also be used to simplify
string comparisons.
Having extra warnings enabled for everything including external
libraries produces an overwhelming amount of warnings in code that
isn't even part of our codebase.
Move the various warning flags to Source/CMakeLists.txt to get rid
of those useless warnings.
Note that the Source CMakeLists.txt is already where the MSVC warnings
are defined, so this commit improves consistency as well.
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.
The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.
If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
PR #9260 made the MsgAlert macros use lambdas so that local
constexpr variables can be added while keeping the ability to
return a boolean from the macros.
Unfortunately, C++17 forbids referring to structured bindings in lambda
captures. This is fixed in P1091R3 but we cannot rely on C++20 yet...
In CreateDescriptorSetLayouts(), one less dynamic binding is created when
bSupportsGeometryShaders=false. Reduce the dynamicOffsetCount argument by
one in that case. Avoids this validation error:
Attempting to bind 3 descriptorSets with 2 dynamic descriptors, but
dynamicOffsetCount is 3. It should exactly match the number of dynamic
descriptors. The Vulkan spec states: dynamicOffsetCount must be equal to
the total number of dynamic descriptors in pDescriptorSets
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
[Applied clang-format]
Signed-off-by: Léo Lam <leo@leolam.fr>
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
We want to use positional arguments in translatable strings
that have more than one argument so that translators can change
the order of them, but the question is: Should we also use
positional arguments in translatable strings with only one
argument? I think it makes most sense that way, partially
so that translators don't even have to be aware of the
non-positional syntax and partially because "translatable
strings use positional arguments" is an easier rule for us
to remember than "transitional strings which have more than
one argument use positional arguments". But let me know if
you have a different opinion.
tr calls with more than one argument would have a 0x04 byte
in the returned string when no translation was found
(which always is the case when using Dolphin in English).
They are unused, since there is no C++ code that touches
these settings. See the discussion in PR 9152, which is
a PR that adds a lot more Android-specific settings.
I moved it from the main settings screen to the in-game menu
in PR 8439 so that it could be changed while a game is running,
but now that the main settings can be accessed while a game is
running, there's no reason to not put it in the main settings.
https://bugs.dolphin-emu.org/issues/12067
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.
This is already handled by SurfaceDestroyed. In the worst case,
the extra code could even race with SurfaceDestroyed if they
are triggered at the same time, but this is highly improbable.
Time for yet another new iteration of working around the
"surface destruction during boot" problem...
This time, the strategy is to use a mutex in MainAndroid.cpp.
Now that we've converted all of the shader generators over to using fmt,
we can drop the old Write() member function and perform a rename
operation on the WriteFmt() to turn it into the new Write() function.
All changes within this are the removal of a <cstdarg> header, since the
previous printf-based Write() required it, and renaming. No functional
changes are made at all.
This assumption is false both in portrait mode (where it only
covers the top half of the screen) and when using two apps at once.
Fixes https://bugs.dolphin-emu.org/issues/12307.
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>
Completes the migration over to using the fmt-formatting WriteFmt
function. The next PR will rename all usages of WriteFmt, while
simultaneously getting rid of the old printf code.
Unfortunately, compilers will issue warnings when using offsetof with
non-standard layout types even when offsetof actually works fine here;
just having a virtual function is enough to trigger the warning...
Let's just stop the scan threads explicitly in destructors instead of
relying on member destruction order.
This was removed in cc5802b when it should have
been converted to the new setting instead,
and it seems like I didn't notice when reviewing it.
I'm changing the DirectoryInitialization logic a little
so that clearWiimoteNewIniLinkedPreferences also is called
when there was no WiimoteNew.ini previously, in case the
user deleted WiimoteNew.ini but not Dolphin.ini.
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.
Replace it with a function-local static that is initialized on first
use. This gets rid of a global variable and removes the need for
manual initialization in UICommon.
This commit also replaces the weird find_if that looks for a non-null
unique_ptr with a simple "is vector empty" check considering that
none of the pointers can be null by construction.
As in the comment, the panning was denaturalizing the volume (when the panning was at 0).
Unless users actually want to use panning, their wii mote volume should not be reduced, it should come out at the same volume the samples were.
If users want to reduce the volume of the wii mote speakers, they can do so from the wii home menu.
I opted for this instead of adding another setting "Enable Panning" as it would have been confusing, and the changes in the panning formula are unlikely to have any negative effect, as it still works.
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.
Common shouldn't be depending on APIs in Core (in this, case depending
on the PowerPC namespace). Because of the poor separation here, this
moves OSThread functionality into core, so that it resolves the implicit
dependency on core.
Continues migration of the shader generators over to fmt.
With this, all that's left to move over are the pixel shaders (regular
and ubershader variants)
Fixes the following warning:
../../../../../../Core\DiscIO/DirectoryBlob.h:156:3: warning: explicitly defaulted move constructor is implicitly deleted [-Wdefaulted-function-deleted]
DirectoryBlobReader(DirectoryBlobReader&&) = default;
^
../../../../../../Core\DiscIO/DirectoryBlob.h:205:22: note: move constructor of 'DirectoryBlobReader' is implicitly deleted because field 'm_encryption_cache' has a deleted move constructor
WiiEncryptionCache m_encryption_cache;
^
We generally have no reason to call these functions on our own, so
there's not much reason to declare them, especially not in the cpp
file where they're defined. In case we ever do get a reason to do
it, we can add declarations for just the functions that need them.
In case someone wants to be very careful with how much bandwidth
they use or with what data GameTDB.com collects on you.
This is already an option in DolphinQt (though in DolphinQt it
will switch entirely from using covers to banners when turned off).
Once nice benefit of fmt is that we can use positional arguments
in localizable strings. This a feature which has been
requested for the Korean translation of strings like
"Errors were found in %zu blocks in the %s partition."
and which will no doubt be useful for other languages too.
It would be difficult to use the AlertMessage class for
messages that need to be showed outside of emulation,
but showing them as toasts is better than not showing them.
Noticed missing include as a build failure on gcc-11:
```
[ 26%] Building CXX object Source/Core/DiscIO/CMakeFiles/discio.dir/WIACompression.cpp.o
../../../../Source/Core/DiscIO/WIACompression.cpp: In lambda function:
../../../../Source/Core/DiscIO/WIACompression.cpp:170:31: error: 'numeric_limits' is not a member of 'std'
170 | std::min<size_t>(std::numeric_limits<unsigned int>().max(), x));
| ^~~~~~~~~~~~~~
../../../../Source/Core/DiscIO/WIACompression.cpp:170:46: error: expected primary-expression before 'unsigned'
170 | std::min<size_t>(std::numeric_limits<unsigned int>().max(), x));
| ^~~~~~~~
```
Signed-off-by: Sergei Trofimovich <slyfox@gentoo.org>
During emulation, when LocalGame has a value but CurrentRun
doesn't, we want to read from LocalGame, not CurrentRun. This
change exposes a LAYER_ACTIVE option that handles this correctly.
By calling ZSTD_CCtx_setPledgedSrcSize, we can let zstd know
how large a chunk is going to be before which start compressing
it, which lets zstd avoid allocating more memory than needed
for various internal buffers. This greatly reduces the RAM usage
when using a high compression level with a small chunk size,
and doesn't have much of an effect in other circumstances.
A side effect of calling ZSTD_CCtx_setPledgedSrcSize is that
zstd by default will write the uncompressed size into the
compressed data stream as metadata. In order to save space,
and since the decompressed size can be figured out through
the structure of the RVZ format anyway, we disable writing
the uncompressed size by setting ZSTD_c_contentSizeFlag to 0.
Unlike Super Paper Mario, this game doesn't crash as soon as you
try to start it, but rather if you try to skip a certain cutscene.
Thanks to JMC for letting me know about this.
For the non-packed variant of this instruction, a MOVSD instruction was
generated to copy only the lower 64 bits of XMM1 to the destination
register. This was done in order to keep the destination register's
upper half intact.
However, when register c and the destination register are the same,
there is no need for this copy. Because the registers match and due to
the way the mask is generated, BLENDVPD will end up taking the upper
half from the destination register, as intended.
Additionally, the MOVAPS to copy Rc into XMM1 can also be skipped.
Before:
66 0F 57 C0 xorpd xmm0,xmm0
F2 41 0F C2 C6 06 cmpnlesd xmm0,xmm14
41 0F 28 CE movaps xmm1,xmm14
66 41 0F 38 15 CA blendvpd xmm1,xmm10,xmm0
F2 44 0F 10 F1 movsd xmm14,xmm1
After:
66 0F 57 C0 xorpd xmm0,xmm0
F2 41 0F C2 C6 06 cmpnlesd xmm0,xmm14
66 45 0F 38 15 F2 blendvpd xmm14,xmm10,xmm0
For the non-packed variant of this instruction, a MOVSD instruction was
generated to copy only the lower 64 bits of XMM1 to the destination
register. This was done in order to keep the destination register's
upper half intact.
However, when register c and the destination register are the same,
there is no need for this copy. Because the registers match and due to
the way the mask is generated, VBLENDVPD will end up taking the upper
half from the destination register, as intended.
Before:
66 0F 57 C0 xorpd xmm0,xmm0
F2 41 0F C2 C6 06 cmpnlesd xmm0,xmm14
C4 C3 09 4B CA 00 vblendvpd xmm1,xmm14,xmm10,xmm0
F2 44 0F 10 F1 movsd xmm14,xmm1
After:
66 0F 57 C0 xorpd xmm0,xmm0
F2 41 0F C2 C6 06 cmpnlesd xmm0,xmm14
C4 43 09 4B F2 00 vblendvpd xmm14,xmm14,xmm10,xmm0
This is part of my efforts to add support for scoped storage.
I figured I would start with a relatively simple feature to
make sure that everyone is fine with the approach I'm taking
before I tackle more complicated features like the game list.
CommandLineParse expects UTF-8 strings. (QApplication, on the
other hand, seems to be designed so that you can pass in the
char** argv untouched on Windows and get proper Unicode handling.)
Any call to Config::SetCurrent will cause the relevant setting
to show up as overridden in the Android GUI, which can be confusing,
so let's not do it when the new value is the same as the original.
SYSCONF very much is saveable. Whether it's in IsSettingSaveable
or not hasn't mattered until now since the SYSCONF settings use
separate config loader code that doesn't check IsSettingSaveable,
but the next commit will require SYSCONF to be marked as saveable.
The main activity loads settings essentially as soon as it
starts, in order to determine which tab to show. If the process
of stopping emulation has not finished at this point, a race
condition may be triggered where two IOS kernels are created
at once due to the emulation thread loading or saving the
SYSCONF while the GUI thread is loading the SYSCONF. To fix
this, we can wait for emulation to fully end before returning.
Because this race condition is hard to reproduce, I have not
been able to test that this actually fixes the race condition,
or even that the cause of the race condition is exactly what I
believe it is. But I am relatively confident.
The only place where initTouchPointer was called automatically
was Host_RequestRenderWindowSize, which is called at least once
after emulation start, but not after activity recreation.
I was hoping we would be able to pull in the default values
from C++, but it seems like more trouble than it's worth,
partially because of different settings having default values
of different types and partially because we don't have any
convenient way to get a list of all C++ settings.
Except controller settings, because those would be annoying
to fit into the same system, and I only need the non-controller
settings to be brought over for the next commits to work.
...instead of waiting for it after launching EmulationActivity.
We need this because there is code that runs very early in
EmulationActivity that accesses the settings.
Adding AmdPowerXpressRequestHighPerformance
This will allow AMD drivers to detect the request to use the dGPU instead of the iGPU on compatible hybrid graphics systems.
Reference: https://community.amd.com/thread/169965
Android TV devices aren't the only devices without touchscreens.
Regarding MotionAlertDialog, I could've replaced the leanback
check with a touchscreen check instead of just removing it,
but I thought there was no reason to prevent people with
touchscreens from doing a long back press if they want to.
https://bugs.dolphin-emu.org/issues/12029
We currently have one way of opening the menu on touch screen
devices (swiping down from the top of the screen to bring up the
action bar and selecting the menu in the action bar), and another
way of opening the menu on Android TV (pressing Back). However,
some devices that claim to support touch (or don't support
leanback? Dolphin currently conflates the two) don't actually let
you swipe down from the top of the screen in the way that Dolphin
expects, notably Chromebooks. There are also some phones where you
can swipe down from the top of the screen but this for some reason
doesn't lead to the action bar becoming visible, though we are
getting less reports about this nowadays than in the past.
This change makes us use the Back method on all devices,
since it should work on all devices with no significant drawbacks.
Unfortunately, we not only have two different ways of triggering
the menu but actually two entirely different menus, with the
non-touch menu not implementing options that only are revelant
when using a touch screen. A later commit will add the missing
features to the menu that we now use on all devices.
The reason why the finish() call was added no longer exists.
(Also, there was never a duplicate SettingsActivity as far as
I can tell, only a duplicate SettingsFragment.)
Fixes https://bugs.dolphin-emu.org/issues/12245.
I considered making a change to DolphinQt instead of
the core, but then additional effort would've been
required to add the same fix to the Android GUI once
we start using the new config system there.
It's possible (but rare) for a WIA or RVZ file to support
this for some partitions but not all, and for the game and
the blob code to disagree on how large a partition is.
In particular, I wanted to do change this in
AudioInterface::Init so that dumped GC audio doesn't need
to have a file split (changing from 32000 Hz to 32029 Hz)
when the emulated software initializes the AI registers.
I've also made the same change to DI's DTK code.
The heuristic was not allocating enough space for Metroid: Other M,
at least when using the default settings. (This didn't break the
file, it just caused some headers to be placed at the end of the
file instead of at the start and wasted a few hundred kilobytes.)
The new hash check catches essentially all desync problems
that VolumeVerifier can catch, so from the user's perspective,
such problems will result in Dolphin refusing to start the
game on netplay rather than actually getting a desync.
This moves the scan thread logic and variables into a separate
ScanThread class. By turning ScanThread instances into members of the
most derived class, this ensures that the scan thread is always
properly stopped when the most derived class is destructed and fixes
a race condition that could cause the scan thread to call virtual
member functions from a derived class whose members have already
been destructed.
A drawback of this approach is that the scan thread must be the last
member variable, so this commit also adds static assertions to ensure
that the assumption stays valid.
The "FindLibLZMA.cmake" module in CMake versions prior to 3.14 do not
set an alias like how Externals/liblzma/CMakeLists.txt does, so builds
performed using one of those older CMake versions will fail if the
system LZMA library is detected. To fix this, we need to link against
"lzma" instead of "LibLZMA::LibLZMA".
Fixes: b59ef81a7e ("WIA: Implement bzip2, LZMA, and LZMA2 decompression")
When I first made VolumeVerifier, I figured that the distinction
between an unsigned ticket and an unsigned TMD was a technical
detail that users would have no reason to care about. However,
while this might be true for discs, it isn't equally true for
WADs, due to the widespread practice of fakesigning tickets to
set the console ID to 0. This practice does not require
fakesigning the TMD (though apparently people do it anyway,
at least sometimes...), and the presence of a correctly signed
TMD is a useful indicator that the contents have not been
tampered with, even if the ticket isn't correctly signed.
FCVT doesn't necessarily round to zero, so the result
might be inaccurate if we use it. To ensure correct
rounding, we use FCVTS from double FPR to 32-bit GPR.
Unfortunately, FCVTS can't do double FPR to single FPR.
This is now unused. Seems like it was an improper fix
(there would be a race if saving the screenshot took longer
than 2 seconds) back when it was used too.
Just for maintainability. This is a shorter and more standard
solution compared to our current one where the Fragment
persists the Settings and passes it to the Activity.
The intent here is to generate a more compact instruction if a 32-bit
immediate can be zero-extended to the desired 64-bit immediate.
Nowadays the emitter is smart enough to do this for us, so this logic is
redundant.
There's no need to load the 64-bit immediate into a temporary register.
x64 will sign-extend 32-bit immediates to 64 bits, giving us the exact
value we need in this case.
48 C7 C0 00 00 FF FF mov rax,0FFFFFFFFFFFF0000h
48 21 C2 and rdx,rax
48 81 E2 00 00 FF FF and rdx,0FFFFFFFFFFFF0000h
- LEA is a bit silly when the source and the destination are the same. A
simple ADD or SHL will do in those cases.
66 8D 04 45 00 00 00 00 lea ax,[rax*2]
66 03 C0 add ax,ax
48 8D 04 00 lea rax,[rax+rax]
48 03 C0 add rax,rax
66 8D 14 D5 00 00 00 00 lea dx,[rdx*8]
66 C1 E2 03 shl dx,3
- When scaling by 2, consider summing the register with itself instead.
The former always needs a 32-bit displacement, so the sum is more
compact.
66 8D 14 45 00 00 00 00 lea dx,[rax*2]
66 8D 14 00 lea dx,[rax+rax]
Other than the controller settings and JIT debug settings,
these are the only settings which were defined in Java code
but not defined in the new config system in C++. (There are
still a lot of settings that are defined in the new config
system but not yet saveable in the new config system, though.)
Instead of comparing the game ID, revision, disc number and name,
we can compare a hash of important parts of the disc including
all the aforementioned data but also additional data such as the
FST. The primary reason why I'm making this change is to let us
catch more desyncs before they happen, but this should also fix
https://bugs.dolphin-emu.org/issues/12115. As a bonus, the UI can
now distinguish the case where a client doesn't have the game at
all from the case where a client has the wrong version of the game.
The CMake Windows build was broken because of me adding a usage
of std::codecvt_utf8_utf16 to StringUtil.cpp. Kinda silly to have
a warning for an API with no standard replacement available...
Turns out, Gamecube games actually do check DILENGTH, and if DILENGTH is at 0, they'll think the transfer completed successfully even if DEINT is used, since after all, surely that means everything was sent. That caused all sorts of issues, from audio looping when a disc is removed since it's re-using the same buffer to just flat-out crashing instead of showing the disc removed screen.
In particular:
- Trying to play audio in a non-ready state returns the state-specific error, not an audio buf error
- Audio status cannot be requested in non-ready states
- The audio buffer cannot be configured in states other than ReadyNoReadsMade
- Using the stop motor command while the motor is already stopped doesn't change states
Additionally, the internal state IDs are used (which distinguish ReadyNoReadsMade and Ready), instead of the state IDs exposed in request error. This makes some of the weird behavior a bit more obvious.
State and error behavior of the seek command was not implemented in this commit.
It is my opinion that nobody should use NKit disc images without
being aware of the drawbacks of them. Since it seems like almost
nobody who is using NKit disc images knows what NKit is (hmm, now
how could that have happened...?), I am adding a warning to Dolphin
so that you can't run NKit disc images without finding out about the
drawbacks. In case someone really does want to use NKit disc images,
the warning has a "Don't show this again" option. Unfortunately, I
can't retroactively add the warning where it's most needed:
in Dolphin 5.0, which does not support Wii NKit disc images.
That a device doesn't have a touchscreen doesn't necessarily mean
that it doesn't support rumble (though it is usually the case).
setPhoneVibrator already contains a check for whether the device
supports rumble, so we can simply remove the touchscreen check.
Pretty much the same optimization we did for AVX, although slightly more
constrained because we're stuck with the two-operand instruction where
destination and source have to match.
We could also specialize the case where registers b, c, and d are all
distinct, but I decided against it since I couldn't find any game that
does this.
Before:
66 0F 57 C0 xorpd xmm0,xmm0
66 41 0F C2 C1 06 cmpnlepd xmm0,xmm9
41 0F 28 CE movaps xmm1,xmm14
66 41 0F 38 15 CC blendvpd xmm1,xmm12,xmm0
44 0F 28 F1 movaps xmm14,xmm1
After:
66 0F 57 C0 xorpd xmm0,xmm0
66 41 0F C2 C1 06 cmpnlepd xmm0,xmm9
66 45 0F 38 15 F4 blendvpd xmm14,xmm12,xmm0
AVX has a four-operand VBLENDVPD instruction, which allows for the first
input and the destination to be different. By taking advantage of this,
we no longer need to copy one of the inputs around and we can just
reference it directly, provided it's already in a register (I have yet
to see this not be the case).
Before:
66 0F 57 C0 xorpd xmm0,xmm0
F2 41 0F C2 C6 06 cmpnlesd xmm0,xmm14
41 0F 28 CE movaps xmm1,xmm14
66 41 0F 38 15 CA blendvpd xmm1,xmm10,xmm0
F2 44 0F 10 F1 movsd xmm14,xmm1
After:
66 0F 57 C0 xorpd xmm0,xmm0
F2 41 0F C2 C6 06 cmpnlesd xmm0,xmm14
C4 C3 09 4B CA 00 vblendvpd xmm1,xmm14,xmm10,xmm0
F2 44 0F 10 F1 movsd xmm14,xmm1
Fixes a critical regression where 95945a0 made us unable to
start emulation on Android 10 and newer. Android is restricting
direct access to /dev/ashmem starting with the new SDK version,
but we can use the new (and simpler) ASharedMemory API instead.
We have to keep using the /dev/ashmem approach on old versions
of Android, though.
On Linux, if shared zlib is present, zlib.h is always available and -lz
links to zlib, even if you don't run find_package(ZLIB).
For some reason I have zlib installed on Windows (possibly from vcpkg),
so find_package(ZLIB) succeeds and ZLIB_FOUND is true.
When Dolphin uses shared zlib on Windows, the problem is that zlib.h
is not in the default include path, and the CMake target is called
ZLIB::ZLIB and there's neither a target nor a library called z.
However, both find_package(ZLIB) and add_subdirectory(Externals/zlib)
create a target called ZLIB::ZLIB, so I'll switch to that instead.
Hopefully this change doesn't break anyone's build.
This modifies GCMemcard::TitlePresent() to match my findings of how the GC BIOS and various games behave when you alter the fields in the directory entry.
It looks like for a save to be recognized by a game, the following have to be true:
- Game code and maker code must exactly match what the game expects.
- Filename is only checked up to the first null byte. All bytes afterwards can be whatever.
The BIOS itself does a full compare of the filename when checking for whether it should allow copying a file from one card to another, but behaves oddly in some cases when there's non-null bytes after the first null. See the big comment in `HasSameIdentity()` for details.
Since updating to 28 took us so long that Google Play started
requiring updates to target 28 before we actually merged the PR that
made us target 28, I'm trying to get the update to 29 done early.
Setting targetSdkVersion to 28 would normally force scoped storage
on us, which we do not support yet. However, we can easily
avoid this by setting android:requestLegacyExternalStorage="true".
There will be no such luxury with targetSdkVersion 30, however...
This could cause read errors if chunks were laid out a certain
way in the file and the whole chunk wasn't being read at once.
Should fix https://bugs.dolphin-emu.org/issues/12184.
I believe the value returned by value() resets when we call
setValue() with the maximum (due to auto-reset). I have been
unable to test this because I can't reproduce the issue, which is
described at https://bugs.dolphin-emu.org/issues/12158#note-9.
The functions with "UTF" in the name use "modified UTF-8" rather
than the standard UTF-8 which Dolphin uses, at least according
to Oracle's documentation, so it is incorrect for us to use them.
This change fixes the problem by converting between UTF-8 and
UTF-16 manually instead of letting JNI do it for us.
This function does *not* always convert from UTF-16. It converts
from UTF-16 on Windows and UTF-32 on other operating systems.
Also renaming UTF8ToUTF16 for consistency, even though it
technically doesn't have the same problem since it only was
implemented on Windows.
As a side effect of 9c5c3c0, Dolphin's frame counter was changed
to run at 60/50 Hz even if the game is running at a lower framerate
such as 30 fps. Since the TAS input turbo button functionality
toggled the state of a button every other frame as reported by
the frame counter, this change made the turbo button functionality
not work with 30/25 fps games.
I believe it would be hard to change the frame counter back to
how it used to work without undermining the point of 9c5c3c0,
and I'm not sure if doing so would be desireable or not anyway,
so what I'm doing instead is letting the user determine how long
turbo button presses should last. This lets users avoid the 30/25
fps game problem while also granting additional flexibility.
Perhaps there is some game where it is useful to mash at a speed
which is slower than frame perfect.
Also added a IsRunning function as it was impossible to know whether it had been started or not (I will use it in later PRs but it should be there anyway)
This essentially reverts d9c78d5. Thanks to the previous commit,
the touch controls issue which was fixed by d9c78d5 is still fixed.
The behavior for gamepads is reverted, bringing back the ability
to run diagonally in games that had trouble with it after d9c78d5.
Currently, the touch controller overlay uses a square gate for
sticks. This commit changes that so that it instead uses the
stick gate configured in the INI, which ensures that the values
sent to the core are appropriately scaled regardless of what
is configured in the INI and makes the overlay look nicer
if the INI is set to a stick gate that matches the graphics.
While manually capturing constexpr variables used in lambda
expressions does work, it's really easy to forget doing so since
we don't have a Windows CMake builder and the workaround isn't
necessary anywhere else. Fortunately, MSVC has a flag that fixes
the constexpr capture behavior, so let's use that instead.
Fixes https://bugs.dolphin-emu.org/issues/12066.
I must've only tested the frame counter with an earlier version
of the PR that broke this, not the final version...
HostIsInstructionRAMAddress uses XCheckTLBFlag::OpcodeNoException,
so we should also use XCheckTLBFlag::OpcodeNoException when reading,
to ensure that we use the IBAT (as opposed to the DBAT) for both.
Doesn't support triggering interrupts when the thermal threshold is
exceeded, but allows polling for temperature information.
The THRM[123] registers are documented in most PPC datasheets, see e.g.
this PPC750CX one: http://datasheets.chipdb.org/IBM/PowerPC/750/750cx_um3-17-05.pdf
PURGE isn't especially useful, while requiring some annoying
special handling in the file format. If you want no compression,
use NONE. If you want fast compression, use Zstandard.
Gets rid of the need to seek to the end of the file
when opening a file.
The downside of this is that we waste a little space,
since we can't know in advance exactly how much
space the compressed parts of the headers will need.
This is useful for the way Dolphin scrubs Wii discs.
The encrypted data is what gets zeroed out, but this
zeroed out data then gets decrypted before being stored,
and the resulting data does not compress well.
However, each block of decrypted scrubbed data is
identical given the same encryption key, and there's
nothing stopping us from making multiple group entries
point to the same offset in the file, so we only have
to store one copy of this data per partition.
For reference, wit zeroes out the decrypted data,
but Dolphin's WIA writer can't do this because it currently
doesn't know which parts of the disc are scrubbed.
This is also useful for things such as storing Datel discs
full of 0x55 blocks (repesenting unreadable blocks)
without compression enabled.
Fixes https://bugs.dolphin-emu.org/issues/10654.
To quote the documenation file included with the program tgctogcm:
"TGC's are miniaturized .gcm images with a 32kB header.
The embedded gcm contains some bogus data, namely:
-FST Location (0x424 in gcm)
-DOL Location (0x420 in gcm)
-FST File offsets (all files are offset/spoofed by a certain amount)"
Dolphin has been handling the values at 0x420 and 0x424 by simply
overwriting them with a working value (just like tgctogcm does),
but it has used a different approach for the file offsets in the FST.
Instead of changing the offsets that are stored in the FST, Dolphin
changed where the files actually are placed on the virtual disc.
My hope was that this would make the loading times more accurate to
how they are when running a TGC file as part of a larger disc.
However, there are TGC files where we would need to move files
backwards on the disc in order to do this (this is what issue
10654 is about), so the approach we have been using is flawed.
This change makes Dolphin overwrite offsets in the FST instead, like
tgctogcm does. Other than making Dolphin handle the affected TGC files
correctly, this change also makes it so that unnecessary padding data
isn't written if you use Dolphin to convert a TGC file to an ISO file.
This feature is not actually implemented in Dolphin as of now, but I'm
planning to add it in the near future as part of a larger feature.
This is intended to catch WIA files which have been created using
wit's default parameters (40 MiB block size), once the WIA PR is
merged. The check does however also work for GCZ files – not that
I think anyone has a GCZ file with a block size that large.
There was a race condition between two PRs incrementing the
array size. CI didn't catch it because the PR that was merged
last (PR #8824) wasn't rebuilt after the first PR was merged.
canonicalPath is orders of magnitude slower as it has to perform actual
disk I/O to resolve symlinks, which makes sorting by this column
ridiculously slow for large game lists, especially if the games are on
a NAS. We probably don't need that, simply resolving relative paths
should be sufficient.
std::result_of is deprecated in C++17, and removed in C++20. Microsoft
has gone ahead with the removal as of Visual Studio 16.6.0, so before
this change our code is broken there.
These are only ever used with ShaderCode instances and nothing else.
Given that, we can convert these helper functions to expect that type of
object as an argument and remove the need for templates, improving
compiler throughput a marginal amount, as the template instantiation
process doesn't need to be performed.
We can also move the definitions of these functions into the cpp file,
which allows us to remove a few inclusions from the ShaderGenCommon
header. This uncovered a few instances of indirect inclusions being
relied upon in other source files.
One other benefit is this allows changes to be made to the definitions
of the functions without needing to recompile all translation units that
make use of these functions, making change testing a little quicker.
Moving the definitions into the cpp file also allows us to completely
hide DefineOutputMember() from external view, given it's only ever used
inside of GenerateVSOutputMembers().
A very trivial conversion, this simply converts calls to Write over to
WriteFmt and adjusts the formatting specifiers as necessary.
This also allows the const char* parameters to become std::string_view
instances, allowing for ease of use with other string types.
The include for X11Utils.h (and by extension Xlib.h) is gated behind
HAVE_XRANDR, as well as the declaration for this function, but its
definition was mistakenly gated behind HAVE_X11. Therefore, if we have
X11 but not Xrandr, the build will fail due to declaration/definition
mismatch and the missing Window type.
CopyNandFile must not create empty files on the destination filesystem
if the source file doesn't exist.
Otherwise, this can lead to an empty Mii database being created in the
session Wii root if there's no database in the configured Wii root and
netplay or Movie is used -- that database would then be copied back to
the configured root, which causes games like MKW to complain about
corrupted Mii data even when the player has stopped using netplay.
This commit also simplifies CreateFullPath usage.
There's no need to manually extract the directory from the path,
FS::CreateFullPath does it automatically just like File::CreateFullPath
Remove the warning:
warning: offsetof within non-standard-layout type ‘JitBlock’ is conditionally-supported
JitBlock contains non-trival types now. Split the fields with trival
types that needs to be access from JIT code into JitBlockData structure.
`std::abs(x - y)` where x and y are unsigned integers fails to compile
with an "call of overloaded 'abs(unsigned int)' is ambiguous" error
on GCC, and even if it did compile, that expression still wouldn't
give the correct result since `x - y` is unsigned.
Lambda expressions with uncaptured constants were leading to errors,
and there were also some warnings about deprecated functions
(QFontMetrics::width and inet_ntoa).
Panic alerts don't use fixed width fonts, and translators are
unlikely to preserve the exact spacing unless they are given
specific instructions to do so and are willing to fight against
the Transifex interface a bit.
We must not provide the /Externals directory as global include directory.
Here, this yield a crash because of external minizip header and system library mismatch.
Soundtouch itself recormends to include it with <SoundTouch.h> and -I/usr/include/soundtouch, so this should fit better.
It actually maps to postMtxInfo, not posMtxInfo (which isn't a thing).
This is especially confusing because there *are* position matrices (as
opposed to post-transform matrices).
Changed several enums from Memmap.h to be static vars and implemented Get functions to query them. This seems to have boosted speed a bit in some titles? The new variables and some previously statically initialized items are now initialized via Memory::Init() and the new AddressSpace::Init(). s_ram_size_real and the new s_exram_size_real in particular are initialized from new OnionConfig values "MAIN_MEM1_SIZE" and "MAIN_MEM2_SIZE", only if "MAIN_RAM_OVERRIDE_ENABLE" is true.
GUI features have been added to Config > Advanced to adjust the new OnionConfig values.
A check has been added to State::doState to ensure savestates with memory configurations different from the current settings aren't loaded. The STATE_VERSION is now 115.
FIFO Files have been updated from version 4 to version 5, now including the MEM1 and MEM2 sizes from the time of DFF creation. FIFO Logs not using the new features (OnionConfig MAIN_RAM_OVERRIDE_ENABLE is false) are still backwards compatible. FIFO Logs that do use the new features have a MIN_LOADER_VERSION of 5. Thanks to the order of function calls, FIFO logs are able to automatically configure the new OnionConfig settings to match what is needed. This is a bit hacky, though, so I also threw in a failsafe for if the conditions that allow this to work ever go away.
I took the liberty of adding a log message to explain why the core fails to initialize if the MIN_LOADER_VERSION is too great.
Some IOS code has had the function "RAMOverrideForIOSMemoryValues" appended to it to recalculate IOS Memory Values from retail IOSes/apploaders to fit the extended memory sizes. Worry not, if MAIN_RAM_OVERRIDE_ENABLE is false, this function does absolutely nothing.
A hotfix in DolphinQt/MenuBar.cpp has been implemented for RAM Override.
Utilizing constexpr, we can eliminate the need to construct the tables
at runtime and just do all the work at compile-time. Making for less
moving parts overall.
The general structure is more or less the same, however rather than one
single initialization function, each table is built off an immediately
executed lambda function. This is nice, since it narrows the scope of
the table building logic down to the tables that actually need it.
While having motion control emulation of IR enabled by default
makes sense in situations like using a DualShock 4 on a PC,
Android has the additional option of touch emulation of IR
which seems to be better liked, and the default value which
was chosen with PC in mind was carried over to Android
without any particular consideration. This change disables
motion control emulation of IR by default on Android only.
The code was actually already rather well adapted for this.
We more or less just have to skip ParseDisc and run
ParsePartitionData directly. This required the PartitionHeader
struct to be removed (which wasn't that useful anyway).
If we start 31 KiB into a 32 KiB block and want to mark 2 KiB
of data as used, we need to mark 2 blocks as used, not just 1.
This problem is avoided when calling MarkAsUsed from
MarkAsUsedE, since MarkAsUsedE aligns to 32 KiB on its own.
Most calls to MarkAsUsed are from MarkAsUsedE, which is why
this hasn't been a noticeable problem in the past.
The constant DESIRED_BUFFER_SIZE was determined by multiplying the
old hardcoded value 32 with the default GCZ block size 16 KiB.
Not sure if it actually is the best value, but it seems fine.
Similar to what we do for addx. Since we're calculating b - a and
because subtraction is not communitative, we can only apply this when
source register a holds the constant.
Before:
45 8B EE mov r13d,r14d
41 83 ED 08 sub r13d,8
After:
45 8D 6E F8 lea r13d,[r14-8]
We can get away with skipping the addition when we know we're dealing
with a constant zero. Just a MOV will suffice in this case.
Once again, we don't bother to add separate handling for when overflow
is needed, because no titles would ever hit that path during my testing.
Before:
8B 7D F8 mov edi,dword ptr [rbp-8]
83 C7 00 add edi,0
After:
8B 7D F8 mov edi,dword ptr [rbp-8]
ADD has a smaller encoding for immediates that can be expressed as an
8-bit signed integer (in other words, between -128 and 127). MOV lacks
this compact representation.
Since addition allows us to swap the source registers, we can always get
the shortest sequence here by carefully checking if we're dealing with a
small immediate first. If we are, move the other source into the
destination and add the small immediate onto that. For large immediates
the reverse is preferrable.
Before:
41 BE 40 00 00 00 mov r14d,40h
44 03 75 A8 add r14d,dword ptr [rbp-58h]
After:
44 8B 75 A8 mov r14d,dword ptr [rbp-58h]
41 83 C6 40 add r14d,40h
Before:
44 8B 7D F8 mov r15d,dword ptr [rbp-8]
41 81 C7 00 68 00 CC add r15d,0CC006800h
After:
41 BF 00 68 00 CC mov r15d,0CC006800h
44 03 7D F8 add r15d,dword ptr [rbp-8]
When the source registers are a simple register and a constant zero and
overflow isn't needed, emitting LEA is kinda silly.
This will occasionally save a single byte for certain registers due to
how x86 encoding works. More importantly, LEA takes up execution
resources while MOV does not.
Before:
41 8D 7D 00 lea edi,[r13]
After:
41 8B FD mov edi,r13d
When the destination register matches a source register, the other
source register contains zero, and overflow isn't needed, the
instruction becomes a nop and we don't need to emit anything.
We could add specialized handling for the case where overflow is needed,
but none of the titles I tried would hit this path.
Before:
83 C7 00 add edi,0
After:
No functional change, just simplify some repeated logic in the case
where we're dealing with exactly one immediate and one simple register
when overflow isn't needed.
On some platforms (like Windows), the temporary file must be closed
before it can be renamed.
I guess nobody noticed this for so long because (1) the FS code has a
failsafe for missing FST entries (because existing users do not have
a FST), and most games do not care about file metadata;
(2) the write failures can only be seen in the logs.
Because we don't want this to break, I have turned the ERROR_LOGs into
PanicAlerts.
The threads can't actually be started when determinism is enabled, as
the behavior would not be deterministic, but Open() still tries to
start the threads and wait, resulting in a deadlock when booting
certain games and homebrew in NetPlay.
https://bugs.dolphin-emu.org/issues/11997
The problem seemed to be that s_DILENGTH would get set to 0
at times when it shouldn't. Simply not changing it in case
of NoReply or DTK seems to fix the problem. However, we can
actually go one step further in accuracy and use data.size()
to change s_DIMAR and s_DILENGTH as partial reads (NoReply
commands) complete, instead of jumping directly to 0 when
the whole read completes.
It used to be the case that frame advance skipped duplicate frames
(i.e. it would take 30 frame advances to get through one second
of emulated time in a 30 fps game), but this broke in 9c5c3c0.
Skipping duplicate frames making TASing less annoying.
Since we are calling this off the UI thread, we can't use anything which
accesses the underlying NSView object. We create and set the Metal layer
on the UI thread before the video backend is initialized. This extension
is both compatible with MoltenVK and gfx-portability for accepting a
layer at surface creation.
This fixes a bug where pressing Enter in the "Do you want to stop the
current emulation?" confirmation popup also triggers a KeyRelease in
GameList, which starts a new game.
Also fixes the same crash when accessing the game details
(which only can be accessed after long pressing a game).
The problem was that we were not using a theme that had
an AppCompat theme as a parent.
Unfortunately, the game details dialog uses white on white on
Android TV, and I don't know how to fix this in a clean way.
Hardware tests have shown that if the number of texgens/channels do not
match, you get garbage rendering. Presumably because the output
registers from the XF stage are fed into the incorrect input registers
for TEV/BP.
Currently, this causes Dolphin to crash/generate invalid shaders with an
assertion failure in the hardware backends. Instead, we log an error.
Perhaps in the future we should just spit out all texgens/colors anyway
from both stages, and let cross-stage optimization take care of DCE'ing
it away. But doing so would require changing the UIDs and invalidating
everyone's shader caches.
This fixes a crash on ATV devices, because the the AlertDialog is
from the appcompat class, but the theme derived from the parent
view on ATV devices isn't from AppCompat.
ROM_BASE is 0, and address is unsigned. It is always
true that address >= 0. So just compare with ROM_SIZE
and don't use IN_RANGE macro to avoid the warning.
For some reason every button group was shoved into the same config
group called "Keys" which caused buggy behavior once someone tried to
have hotkeys with the same name in different groups. This fixes that,
and converts existing configs to the new group names so they don't get
reset.
When booting a Wii game, Dolphin can overwrite certain settings
in the SYSCONF file, such as turning off PAL60 for NTSC games.
Normally, these settings get reverted at the end of emulation, but
this does not happen if Dolphin crashes or force quits in some other
way. (Personally, I have a tendency to use Visual Studio's Stop
Debugging button, which kills the process...)
Dolphin also overwrites certain values in setting.txt when booting
a Wii game. Unlike with SYSCONF, we currently make no effort to
preserve the original values in this file.
This change fixes both of these problems by copying SYSCONF and
setting.txt to the Backup folder when booting a Wii game, and then
copying them back either when launching Dolphin (in case the
previous run of Dolphin crashed) or when ending emulation.
This commit attempts to improve error handling for device opening by
reducing panic alert spam when opening one or several devices fails.
Currently, Dolphin shows a panic alert for every device that we fail
to open, and another panic alert at the end if no usable device was
found. That is certainly a bit excessive -- we should only keep the
very last panic alert (the one that is shown if everything fails)
and we can just put the error for the last device open operation there.
This also changes the PanicAlert to a CriticalAlert to ensure the
message is visible even if the user has disabled regular panic alerts.
The message has also been reworded and should hopefully be clearer.
This is related to https://bugs.dolphin-emu.org/issues/10958 which
uses Qt to clear out the window so the game list isn't displayed
while the core is booting. Instead, we use the video backend to
render a black screen, which means Qt doesn't have to flip between
paint engines.
Without included header build fails on gcc-10 as:
```
[ 52%] Building CXX object Source/Core/Core/CMakeFiles/core.dir/DSP/DSPTables.cpp.o
../../../../Source/Core/Core/DSP/DSPTables.cpp: In function 'const char* DSP::pdname(u16)':
../../../../Source/Core/Core/DSP/DSPTables.cpp:492:3: error: 'sprintf' was not declared in this scope
492 | sprintf(tmpstr, "0x%04x", val);
| ^~~~~~~
```
Signed-off-by: Sergei Trofimovich <slyfox@gentoo.org>
Without included header build fails on gcc-10 as:
```
[ 13%] Building CXX object Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/CubebUtils.cpp.o
In file included from ../../../../Source/Core/AudioCommon/CubebUtils.cpp:13:
../../../../Source/Core/Common/StringUtil.h: In function 'bool TryParse(const string&, T*)':
../../../../Source/Core/Common/StringUtil.h:84:20: error: 'numeric_limits' is not a member of 'std'
84 | if (value < std::numeric_limits<LimitsType>::min() ||
| ^~~~~~~~~~~~~~
```
Signed-off-by: Sergei Trofimovich <slyfox@gentoo.org>