Commit Graph

14134 Commits

Author SHA1 Message Date
LillyJadeKatrin 347aab7ab3 Fixed achievements not working after a disc change. 2024-07-25 20:46:46 -04:00
mitaclaw 6c3024c3b1 CachedInterpreter: Combine Interpret, CheckDSI, CheckProgram, and WritePC
I tried making the new templated Interpret callback test only the relevant exceptions (EXCEPTION_DSI, EXCEPTION_PROGRAM, or both), but didn't find a significant performance boost in it. As I am learning, the biggest bottleneck is the number of callbacks emitted, not usually the actual contents of them.
2024-07-23 14:09:57 -07:00
mitaclaw ae43b10eff CachedInterpreter: Use `CodeOp::canEndBlock`
This was a bigger performance boost than I expected.
2024-07-23 14:07:02 -07:00
mitaclaw 818647d694 CachedInterpreter: WritePC optimizations
WritePC is now needed far less, only for instructions that end the block. Unfortunately, WritePC still needs to update `PowerPCState::npc` to support the false path of conditional branch instructions. Both drawbacks should be smoothed over by optimized cached instructions in the future.
2024-07-23 14:06:40 -07:00
mitaclaw 0282fa7adb CachedInterpreter: Exception Check Callback Micro-Optimization
This saves two register pushes / pops.
2024-07-23 14:06:22 -07:00
mitaclaw f79520a906 Cached Interpreter 2.0
It now supports variable-sized data payloads and memory range freeing. It's a little faster, too.
2024-07-23 14:06:21 -07:00
Admiral H. Curtiss c71ccb548e
AchievementManager: Fix incorrect check on network request return value in FetchBadge() 2024-07-23 20:49:12 +02:00
Admiral H. Curtiss 2d8f54fdd2
Merge pull request #12862 from SuperSamus/debugger-fixes
Debugger: Various fixes
2024-07-23 20:36:34 +02:00
Tillmann Karras 982893b04c Use C++20 erase_if() instead of erase(remove_if()) (NFC) 2024-07-21 16:36:06 +01:00
Admiral H. Curtiss 1fcb2ee5c1
Merge pull request #12936 from vabold/ios-inaccuracy
IOS: Fix return code inaccuracy
2024-07-19 21:27:07 +02:00
LillyJadeKatrin 8bb2f98c6a Properly Populate Player Index
The player_index field in question is ultimately what gets used to determine which ranks get displayed in the leaderboards chart, and because this was missing the chart was simply displaying the top four results no matter what.
2024-07-17 22:53:15 -04:00
LillyJadeKatrin e7504d0b12 Remove Leaderboard Fetch when Getting Info
The cause of the leaderboard spam was primarily this call where if there was an attempt to get leaderboard info and there wasn't already, there would be a fetch request. This is bad for many reasons: some games have hundreds of boards that will be fetched at startup, if there's simply no data to populate that board, this will just continue to fetch every time the dialog needs to update. To mitigate this, I simply don't load leaderboard information until there are events for that leaderboard - less information for the player, sadly, but heavily cuts down on the number of leaderboard fetches.
2024-07-17 22:51:24 -04:00
Admiral H. Curtiss 63e1419396
AchievementManager: Don't point to stack for login error message 2024-07-15 23:24:04 +02:00
Aiden c50689355b IOS: Fix return code inaccuracy
Co-Authored-By: Mike <99037623+MikeIsAStar@users.noreply.github.com>
2024-07-15 16:11:15 -04:00
Admiral H. Curtiss d665175a2b
AchievementManager: Return the default player and game badges if the current one isn't loaded yet
This saves some copying and fixes an issue where the default badges disappear after a game was closed
2024-07-15 21:55:23 +02:00
Admiral H. Curtiss 7a36d5373a
AchievementManager: Improve error message for repeated pausing 2024-07-14 23:09:53 +02:00
Admiral H. Curtiss a0fc8e6b13
Merge pull request #12929 from LillyJadeKatrin/retroachievements-leaderboard-fixes
Fix Leaderboards Tab
2024-07-14 16:47:59 +02:00
LillyJadeKatrin 0108ecebcb Fix Leaderboards Tab
Now that we have some test data, it wasn't showing up in the leaderboards tab; this fixes it to ensure (1) that the right ID is being passed to UpdateRow and (2) the map of leaderboard entries is being populated correctly.
2024-07-14 10:13:27 -04:00
Admiral H. Curtiss a273dc2de2
Merge pull request #12924 from JosJuice/ra-unverified-ini-osd
RetroAchievements: Show OSD messages also for unverified INI files
2024-07-14 04:15:05 +02:00
Admiral H. Curtiss 95933d5158
Merge pull request #12907 from GaryOderNichts/fix/init_ipc_running
IOS::HLE::EmulationKernel::InitIPC: Fix WiiIPC ack generation
2024-07-12 16:48:37 +02:00
GaryOderNichts 82b97ca904 IOS::HLE::EmulationKernel::InitIPC: Fix WiiIPC ack generation 2024-07-11 19:41:28 +02:00
JosJuice 1bf12a50c2 RetroAchievements: Show OSD messages also for unverified INI files
Currently we're showing OSD messages for unknown patches in known INI
files, but not for unknown patches in unknown INI files. I don't think
this distinction makes much sense to the user. If there's a patch the
user can't use, they probably want to be aware of that fact.
2024-07-10 13:16:54 +02:00
JosJuice e6b9091ffc RetroAchievements: Skip LoadApprovedList if there are no patches
There being no active patches is by far the most common case, so let's
optimize for this case.
2024-07-09 09:55:51 +02:00
JosJuice f59678842b RetroAchievements: Delay calling LoadApprovedList
0c14b0c8a7 made Dolphin load a file from
the Sys folder the first time AchievementManager::GetInstance() is
called. Because Android calls AchievementManager::GetInstance() from
setBackgroundExecutionAllowedNative, this had two negative consequences
on Android:

1. The first time setBackgroundExecutionAllowedNative gets called is
   often before directory initialization is done. Getting the path of
   the Sys folder before directory initialization is done causes a crash.
2. setBackgroundExecutionAllowedNative is called from the GUI thread,
   and we don't want file I/O on the GUI thread for performance reasons.

This change makes us load the data from the Sys folder the first time
the data is needed instead. This also saves us from having to load the
data at all when hardcore mode is inactive.
2024-07-09 09:55:07 +02:00
Admiral H. Curtiss 01a2cf8db9
Merge pull request #12919 from JosJuice/set-background-execution-allowed-crash
Fix AchievementManager::SetBackgroundExecutionAllowed crash
2024-07-08 01:13:25 +02:00
JosJuice 95e2064099 Fix AchievementManager::SetBackgroundExecutionAllowed crash
We mustn't use m_system when it is nullptr. This was causing Dolphin to
crash on Android whenever an activity was recreated or resumed while
emulation is running, which is super common.
2024-07-07 23:56:10 +02:00
Admiral H. Curtiss b10d62cf66
Merge pull request #12913 from LillyJadeKatrin/retroachievements-allowlist-test
RetroAchievements - Patch Allowlist Unit Test
2024-07-07 23:48:09 +02:00
LillyJadeKatrin 0c14b0c8a7 Add Approved Patch Allowlist for Achievements
Prototype of a system to whitelist known game patches that are allowed to be used while RetroAchievements Hardcore mode is active. ApprovedInis.txt contains known hashes for the ini files as they appear in the repo, and can be compared to the local versions of these files to ensure they have not been edited locally by the player. ApprovedInis.txt is hashed and verified similarly first, with its hash residing as a const string within AchievementManager.h, ensuring ApprovedInis and the hashes within cannot be modified without editing Dolphin's source code and recompiling completely.
2024-07-07 13:42:09 -04:00
LillyJadeKatrin 8b427de28f Remove popups for challenges
The challenge popups have proven to be excessive and are no longer useful thanks to the achievements hotkey. Instead, those events will ask for an immediate RP-level update to the achievements dialog, which will among other things re-sort the dialog to show challenges on top faster.
2024-07-06 07:36:31 -04:00
LillyJadeKatrin 2372b6a386 Add Open Achievements Hotkey
Adds a hotkey to pause emulation and bring up the Achievements dialog.
2024-07-06 07:36:31 -04:00
Martino Fontana 5b13903e6a Intepreter: Step before checking for breakpoints
This way, by pressing Continue on top of a breakpoint, the emulation will actually continue (like on Cached Interpreter and JIT), instead of doing nothing.
2024-07-05 21:33:23 +02:00
Martino Fontana bd3cf67cbc Debugger: Rework temporary breakpoints
Before:
1. In theory there could be multiple, but in practice they were (manually) cleared before creating one
2. (Some of) the conditions to clear one were either to reach it, to create a new one (due to the point above), or to step. This created weird behavior: let's say you Step Over a `bl` (thus creating a temporary breakpoint on `pc+4`), and you reached a regular breakpoint inside the `bl`. The temporary one would still be there: if you resumed, the emulation would still stop there, as a sort of Step Out. But, if before resuming, you made a Step, then it wouldn't do that.
3. The breakpoint widget had no idea concept of them, and will treat them as regular breakpoints. Also, they'll be shown only when the widget is updated in some other way, leading to more confusion.
4. Because only one breakpoint could exist per address, the creation of a temporary breakpoint on a top of a regular one would delete it and inherit its properties (e.g. being log-only). This could happen, for instance, if you Stepped Over a `bl` specifically, and pc+4 had a regular breakpoint.

Now there can only be one temporary breakpoint, which is automatically cleared whenever emulation is paused. So, removing some manual clearing from 1., and removing the weird behavior of 2. As it is stored in a separate variable, it won't be seen at all depending on the function used (fixing 3., and removing some checks in other places), and it won't replace a regular breakpoint, instead simply having priority (fixing 4.).
2024-07-05 21:33:22 +02:00
Admiral H. Curtiss 5ea3d9fca0
Merge pull request #12856 from LillyJadeKatrin/retroachievements-pause-v2
Handle Pausing in AchievementManager
2024-07-04 22:53:04 +02:00
LillyJadeKatrin bf97305a60
AchievementManager: Cache Badges on Disk
Badges are saved in /User/Cache/RetroAchievements on first download and reused from there instead of redownloaded.
2024-07-04 22:12:28 +02:00
Martino Fontana 037de1ce92 Debugger: fix Run to Here
Now it actually does what it says on the name, instead of creating a breapoint and doing nothing else (not even updating the widget).
Also, it now can't be selected if emulation isn't running.
Closes https://bugs.dolphin-emu.org/issues/13532
2024-07-02 18:29:42 +02:00
Martino Fontana 8235c38df7 Debugger: Small other cleanup
Change misleading names.
Fix function usage: Intepreter and Step Out will not check breakpoints in their own wrong way anymore (e.g. breaking on log-only breakpoints).
2024-07-02 18:29:42 +02:00
Martino Fontana 9aeeea3762 Debugger: Small Breakpoint cleanup
Reuse more code, change misleading names, remove useless documentation, add useful documentation
2024-07-02 18:29:42 +02:00
GaryOderNichts b5ccb59feb IOS::HLE::STMImmediateDevice: Add `IOCTL_STM_WRITEDMCU` 2024-07-02 15:40:59 +02:00
JMC47 f4c6311b91
Merge pull request #12904 from LillyJadeKatrin/retroachievements-challenge-popups
Add Messages for Challenges
2024-07-01 14:35:15 -04:00
LillyJadeKatrin 44af48a11f Add Messages for Challenges
Starting or ending a challenge now displays a popup naming and describing the challenge along with the active icon.
2024-07-01 06:56:59 -04:00
Tilka 7f0ee9dddd
Merge pull request #12894 from deReeperJosh/infinity-base-numbers
IOS/USB: Use Enum for Infinity Base Positions
2024-06-30 16:04:20 +01:00
Tilka c19187f0c7
Merge pull request #12898 from AdmiralCurtiss/speedhacks
Core/PatchEngine: Remove remnants of Speedhack system
2024-06-30 15:58:51 +01:00
LillyJadeKatrin 33081184bb Handle Pausing in AchievementManager
There are two pieces of functionality to be added here. One, we want to disallow pausing too frequently, as it may be used as an artificial slowdown. This is handled within the client, which can tell us if a pause is allowed. Two, we want to call rc_client_idle on a periodic basis so the connection with the server can be maintained even while the emulator is paused.
2024-06-30 07:05:54 -04:00
Sintendo 9af7772d91 JitArm64_Paired: Remove unused temp_gpr from ps_arith 2024-06-30 09:54:09 +02:00
Sintendo 0e58b3cfb7 JitArm64_FloatingPoint: Remove unused temp_gpr from fp_arith 2024-06-30 09:53:48 +02:00
Sintendo d877cfa4e2 JitArm64_Integer: Optimize subfic for zero
When the immediate value is zero, we can do a negation. On ARM64 the NEG
/NEGS instructions are just an alias for SUB/SUBS with a hardcoded WZR.

Before:
```
ldr    w22, [x29, #0x28]
mov    w21, #0x0                 ; =0
subs   w22, w21, w22
```

After:
```
ldr    w22, [x29, #0x28]
negs   w22, w22
```
2024-06-29 23:08:02 +02:00
Admiral H. Curtiss bef2275f31
Core/PatchEngine: Remove remnants of Speedhack system
All usages of this have been removed many years ago in cbe9c3e040
2024-06-28 17:57:53 +02:00
Dentomologist c46c010ae3 AchievementManager: Fix -Wignored-qualifiers warning
Fix warning on Android builder by returning bool instead of const bool.
2024-06-27 14:36:14 -07:00
Joshua de Reeper cfcdaab514 IOS/USB: Use Enum for Infinity Base Positions 2024-06-27 20:57:27 +01:00
JosJuice bc67fc97c3 Revert "Audit uses of IsRunning and GetState"
This reverts commit 72cf2bdb87.

SYSCONF settings are getting cleared when they shouldn't be. Let's
revert the change until I get proper time to figure out why it's broken.
2024-06-26 20:36:46 +02:00
JosJuice 01b44837f4 Android: Track whether app is in foreground 2024-06-23 18:16:33 -04:00
Admiral H. Curtiss e9e29daca4
Merge pull request #12872 from LillyJadeKatrin/retroachievements-start-session-bug
Add MemoryVerifier to AchievementManager Startup
2024-06-23 21:18:34 +02:00
Admiral H. Curtiss 9b33b777cf
Merge pull request #12828 from JosJuice/unify-state-variables-2
Clean up Core::GetState
2024-06-22 20:20:54 +02:00
Admiral H. Curtiss 3e0bd82f81
Merge pull request #12771 from deReeperJosh/moreinfinityslots
IOS/USB Add 2 more Spaces for Disney Infinity figures
2024-06-22 20:03:26 +02:00
LillyJadeKatrin aa393dfb6e Add MemoryVerifier to AchievementManager Startup
rc_client calls the provided memory peeker asynchronously in the callback for starting a session, to validate/invalidate the memory used for achievements. Dolphin cannot access memory from any thread but host or CPU so this access has a small chance of being invalid. This commit adds a MemoryVerifier that the AchievementManager will use to perform this, before changing the peek method back to the original MemoryPeeker for normal operation.
2024-06-22 09:31:00 -04:00
JosJuice 72cf2bdb87 Audit uses of IsRunning and GetState
Some pieces of code are calling IsRunning because there's some
particular action that only makes sense when emulation is running, for
instance showing the state of the emulated CPU. IsRunning is appropriate
to use for this. Then there are pieces of code that are calling
IsRunning because there's some particular thing they must avoid doing
e.g. when the CPU thread is running or IOS is running. IsRunning isn't
quite appropriate for this. Such code should also be checking for the
states Starting and Stopping. Keep in mind that:

* When the state is Starting, the state can asynchronously change to
  Running at any time.
* When we try to stop the core, the state gets set to Stopping before we
  take any action to actually stop things.

This commit adds a new method Core::IsUninitialized, and changes all
callers of IsRunning and GetState that look to me like they should be
changed.
2024-06-21 20:52:55 +02:00
JosJuice 962230f91e Core: Store current state in less places
Core::GetState reads from four different pieces of state: s_is_stopping,
s_hardware_initialized, s_is_booting, and CPUManager::IsStepping.
I'm keeping that last one as is for now because there's code in Dolphin
that sets it directly, but we can unify the other three to make things
easier to reason about.

This commit also gets rid of s_is_started. This was previously used in
Core::IsRunningAndStarted to ensure true wouldn't be returned until the
CPU thread was started, but it wasn't used in Core::GetState, so
Core::GetState would happily return State::Running after we had
initialized the hardware but before we had initialized the CPU thread.
As far as I know, there are no callers that have any real need to know
whether the boot process is currently initializing the hardware or the
CPU thread. Perhaps once upon a time there was a desire to make the
apploader debuggable, but a long time has passed without anyone stepping
up to implement it, and the way CBoot::RunApploader is implemented makes
it rather difficult. So this commit makes all the functions in Core.cpp
consider the core to still be starting until the CPU thread is started.
2024-06-21 20:46:44 +02:00
Admiral H. Curtiss 5728ebf7ad
Merge pull request #12867 from AdmiralCurtiss/uicommon-dependency
CMake dependency fixes
2024-06-21 20:01:44 +02:00
deReeperJosh a87ea694a9 Add 2 More Slots for Power Discs on Emulated Base 2024-06-20 10:22:26 +01:00
LillyJadeKatrin ff25403e0e Disable GDB Stub in Hardcore Mode 2024-06-17 01:07:43 -04:00
Admiral H. Curtiss b8381bfa7c
CMake: Make the rcheevos dependency public
Since rcheevos headers are included in AchievementManager.h, and everyone that depends on Core can include that, we must also pass on the include directory and defines to those dependencies
2024-06-15 23:12:19 +02:00
Admiral H. Curtiss f71d6498d0
Merge pull request #12855 from LillyJadeKatrin/retroachievements-challenge-refactor
Refactored Challenge Icons to handle icon updates
2024-06-15 16:24:24 +02:00
Admiral H. Curtiss 1ba040f9a6
Merge pull request #12854 from LillyJadeKatrin/retroachievements-update-dialog
Added missing dialog updates to achievement events
2024-06-15 15:58:22 +02:00
Admiral H. Curtiss 3edc663467
Merge pull request #12816 from Tilka/stm
IOS/STM: fix IPC reply for unknown ioctl requests
2024-06-15 15:31:58 +02:00
Admiral H. Curtiss 3f0f5b3b4e
Merge pull request #12815 from Dentomologist/enable_hotkeys_and_controllers_for_focused_tas_input
TAS Input: Enable emulator hotkeys and controller input when TAS Input window has focus
2024-06-15 15:25:40 +02:00
Admiral H. Curtiss 34f81ad9ac
Merge pull request #12838 from sepalani/sock-reshade
Socket: Fix connect issues when using ReShade
2024-06-15 15:12:51 +02:00
LillyJadeKatrin cee3d9126b Added missing dialog updates to achievement events
Now should properly update the Achievements dialog whenever the displayed state of an achievement/leaderboard changes.
2024-06-15 07:56:21 -04:00
LillyJadeKatrin 3d5a1f7d33 Refactored Challenge Icons to handle icon updates
If an icon is displayed on screen before it downloads, it was displaying a default icon but it would fail to load the actual icon even after it was downloaded. This fixes that.
2024-06-15 07:36:49 -04:00
LillyJadeKatrin cb05ed29fe Only Display One Progress At A Time
Add a two second timer to Achievement Progress Indicators to wait until two seconds after the previous message (when it should have decayed out automatically) before posting any new ones.
2024-06-14 23:02:14 -04:00
Admiral H. Curtiss b0f8520a3d
Merge pull request #12849 from LillyJadeKatrin/retroachievements-change-disc-bug
Release Achievement Manager Loaded Volume
2024-06-12 20:02:22 +02:00
LillyJadeKatrin d18dc1785d Release Achievement Manager Loaded Volume
AchievementManager maintains a unique pointer to a copy of the current volume so it can asynchronously hash that volume. It is not needed otherwise, so I can release that pointer when hashing is complete. This change fixes a bug whereby changing discs in a game and then changing to a different game would result in the loaded volume pointer still being loaded with and hashing to the previous game.
2024-06-11 23:35:28 -04:00
Sepalani 44028cbbb1 Socket: Fix connect issues when using ReShade 2024-06-11 12:18:42 +04:00
JosJuice 6c5ceaa06d
Merge pull request #12820 from JosJuice/jit64-simplity-test-bit
Jit64: Clean up the test_bit variable
2024-06-08 10:10:29 +02:00
Admiral H. Curtiss 81b6bfaa1e
Merge pull request #12832 from JosJuice/retro-achievements-less-ifdefs
Use a stub AchivementManager when USE_RETRO_ACHIEVEMENTS isn't defined
2024-06-06 22:42:53 +02:00
JosJuice 22aa88109f Use a stub AchivementManager when USE_RETRO_ACHIEVEMENTS isn't defined
This lets us reduce the number of USE_RETRO_ACHIEVEMENTS ifdefs in the
code base, reducing visual clutter. In particular, needing an ifdef for
each call to IsHardcodeModeActive was annoying to me. This also reduces
the risk that someone writes code that accidentally fails to compile
with USE_RETRO_ACHIEVEMENTS disabled.

We could cut down on ifdefs even further by making HardcodeWarningWidget
always exist, but that would result in non-trivial code ending up in the
binary even with USE_RETRO_ACHIEVEMENTS disabled, so I'm leaving it out
of this PR. It's not a lot of code though, so I might end up revisiting
it at some point.
2024-06-06 08:26:20 +02:00
Admiral H. Curtiss a85d89af39
Merge pull request #12626 from MikeIsAStar/remove-erroneous-continue-statement
MMU: Remove erroneous continue statement
2024-06-06 03:54:59 +02:00
JosJuice c04460d88b
Merge pull request #12580 from LillyJadeKatrin/retroachievements-bugfix
Add user agent to headers for all RetroAchievements server calls
2024-06-04 13:41:01 +02:00
LillyJadeKatrin 9499e14209 Add user agent to headers for all RetroAchievements server calls
Requested agent syntax is "Dolphin/5.0-23456"
2024-06-03 00:24:43 -04:00
Tillmann Karras 96e2f5eef6 IOS/STM: fix IPC reply for unknown ioctl requests 2024-06-01 12:13:03 +01:00
Tillmann Karras 9bc8ea6d6f IOS/STM: sort ioctl numbers (NFC) 2024-06-01 12:12:58 +01:00
Dentomologist c3bdd05d2a TAS Input: Enable hotkeys and controller input when Input has focus
Enable emulator hotkeys and controller input (when that option is
enabled) when a TAS Input window has focus, as if it was the render
window instead.  This allows TASers to use frame advance and the like
without having to switch the focused window or disabling Hotkeys Require
Window Focus which also picks up keypresses while other apps are active.

Cursor updates are disabled when the TAS Input window has focus, as
otherwise the Wii IR widget (and anything else controlled by the mouse)
becomes unusable. The cursor continues to work normally when the render
window has focus.
2024-05-31 15:14:44 -07:00
Admiral H. Curtiss 2b386cdcdc
Merge pull request #12812 from LillyJadeKatrin/retroachievements-close-fixes
Properly reset Discord presence after game close
2024-05-31 20:18:22 +02:00
LillyJadeKatrin 8e33a5778e Properly reset Discord presence after game close
Also fixed an Achievement log that was reporting even when achievements were disabled.
2024-05-27 17:52:13 -04:00
Tilka 8582644058
Merge pull request #12796 from JosJuice/interpreter-cr0-so-gt
Interpreter: Fix GT when setting SO of CR
2024-05-26 17:57:06 +01:00
JosJuice c0a1f5e123 PPCAnalyst: Refactor mtspr handling code
Less magic numbers this way. No functional change.
2024-05-26 11:14:18 +02:00
JosJuice e88e641bc0 Jit64: Clean up the test_bit variable
Using shifts and bit tests makes the code unnecessarily annoying to
reason about. I'm replacing it with subtracting from 3 to translate the
bit order from the PowerPC format to the usual format.
2024-05-26 09:04:25 +02:00
JosJuice 921d711113 Jit: Clarify FixGTBeforeSettingCRFieldBit comment 2024-05-26 08:32:25 +02:00
Tilka f35e8e62e6
Merge pull request #12795 from JosJuice/remove-isbranchtarget
PPCAnalyst: Remove unused member isBranchTarget
2024-05-25 23:10:17 +01:00
Tilka 52f51d0d87
Merge pull request #12802 from JosJuice/ppcanalyst-bi-shift
PPCAnalyst: Fix handling of FL_READ_CR_BI
2024-05-25 23:01:45 +01:00
JosJuice 30eff8e37c PPCAnalyst: Fix handling of FL_READ_CR_BI
BI contains both the field and the flag (5 bits total), so we need to
shift away the 2 flag bits to get the 3 field bits. (Same as the
CRBA/CRBB handling in the code just below the BI code.)
2024-05-25 18:13:38 +02:00
JosJuice 46dc406325 Interpreter: Fix GT when setting SO of CR
This is the same fixup as in Jit64::FixGTBeforeSettingCRFieldBit.
2024-05-24 21:21:46 +02:00
JosJuice f6aca69ea0 PPCAnalyst: Remove unused member isBranchTarget
Branch targets always start a new block, so this variable isn't useful.
2024-05-24 20:51:39 +02:00
Admiral H. Curtiss 222a393080
Merge pull request #12782 from brad0/openbsd_arm64
Add OpenBSD/arm64 support.
2024-05-23 21:38:57 +02:00
LillyJadeKatrin 1e9e0cd2d7
Remove names from badge objects
The names attached to the BadgeStatus object are obsolete and unneeded and are removed from everything that uses them. All BadgeStatus references are updated to just Badge.
2024-05-23 21:29:23 +02:00
LillyJadeKatrin 3b61b6d816
Add Default Achievement Badges
The defaults get loaded in by Dolphin at emulator start, and are used if the badge that would normally be displayed has not for whatever reason been downloaded yet. Badges attached to this PR are placeholders (MayIMilae is designing permanent badges) and reside in Sys\Load\RetroAchievements.
2024-05-23 21:29:15 +02:00
LillyJadeKatrin dc8f3f6eae Refactored Achievement Badges into Texture Layers
Achievement badges/icons are refactored into the type CustomTextureData::ArraySlice::Level as that is the data type images loaded from the filesystem will be. This includes everything that uses the badges in the Qt UI and OnScreenDisplay, and similarly removes the OSD::Icon type because Level already contains that information.
2024-05-23 10:41:45 -04:00
LillyJadeKatrin 75465f00cc Remove Badges Enabled option from Achievements
Was informed by the RetroAchievements team that this isn't an option in most emulators, and as the next commits will be to enable default icons, there will always be something to display.
2024-05-23 10:40:08 -04:00
Admiral H. Curtiss 578a3ce543
Merge pull request #12722 from JosJuice/jitarm64-mtfsfix-minor
JitArm64: Minor mtfsfix optimization
2024-05-22 23:54:29 +02:00
Brad Smith 57963c87d8 Add OpenBSD/arm64 support.
Fix building on OpenBSD/arm64 and add CPU feature detection.
2024-05-22 14:32:37 -04:00
Admiral H. Curtiss 5c2f73986a
Merge pull request #12537 from TellowKrinkle/MTLSubgroup
VideoCommon: More specific subgroup op bugs
2024-05-21 22:17:22 +02:00