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.