Reset():
We only need to close IOS devices which were opened, and we can do that
simply by iterating over s_fdmap and closing any opened device.
With this change, s_device_map can be cleared at once.
SetDefaultContentFile():
We can just use s_es_handles which is guaranteed to contain three valid
ES devices. Gets rid of a downcast.
Since the Open command won't ever return with the stub, there's no way
we will get a Close/IOCtl/IOCtlV for it, so we don't have to
implement it at all.
is_hardware is an obscure name (what does hardware mean?) and it forces
us to assume that anything that !is_hardware is a FileIO device. This
assumption prevents properly restoring OH0 child devices (which will be
implemented in the USB PR), so this commit replaces the is_hardware
bool with a device type.
Confirmed by a hardware test and a quick diassembly of /dev/es.
I'm not aware of anything that opens several ES handles, but
technically, this fixes a small inaccuracy in IOS HLE.
For IOCTL_STM_EVENTHOOK, IOS checks if there is already an event hook
to prevent overriding an existing event hook message with a new one,
without first releasing it.
Currently, the country is always overridden depending on the Wii
language setting. This makes it impossible to change the country
independently from the language, unlike on a Wii, since a language
will always be associated to an unique country (which is hardcoded
in Dolphin's codebase).
This behaviour was added in c881262 and changed in PR 4319 to happen
every time emulation is started. It doesn't seem to be needed anymore,
as a quick testing shows that a Japanese system menu is able to load
in Japanese even with the region set to France, or anything other than
Japan in fact. So what this commit changes is drop this code.
Fixes issue 9884.
Removes #defines which have been unused for years and cleans up
naming.
This also changes IPC_REP_ASYNC to simply IPC_REPLY because it turns
out it's actually not specific to async replies, but used for all
command replies.
- Use an enum instead of defines.
- Only use the FS_ prefix for return codes which are actually related
to FS stuff, not for everything.
- Remove duplicated error codes and clean up the names.
Size is internally stored as a size_t, so having an int parameter
would cause implicit sign-conversion from a signed value to an
unsigned value to occur.
This removes Open() and Close() functions from devices whenever they
did nothing more than the base class (setting m_Active, returning a
default reply).
Also, since IOS close commands practically always return FS_SUCCESS,
writing the return code is moved to HandleCommand() in WII_IPC_HLE,
which has two benefits: it's not duplicated all over the place
(so people will not forget it) and it gets rid of having to check
the force parameter, since HandleCommand() is always called for
real IOS commands, so command_address is guaranteed to be valid.
It looks like at some point Dolphin device IDs coincided with IOS file
descriptors, but this is not the case anymore, so keeping those
WriteReturnCode(GetDeviceID()) in every single IOS HLE device,
as if the device ID was used as IOS fd, is both unnecessary
and confusing.
Jan 04 22:55:01 <leoetlino> fwiw, it looks like there are new warnings in the RegCache code
Jan 04 22:55:04 <leoetlino> Source/Core/Core/PowerPC/Jit64/FPURegCache.cpp:13:33: warning: declaration shadows a variable in the global namespace [-Wshadow]
Jan 04 22:56:19 <@Lioncash> yeah, the jit global should have a g_ prefix.
This fixes shadowing warnings and adds the g_ prefix to a global.
Other settings options are nouns rather than verbs so this change makes the configuration option consistent with others. Also makes the menu option label the same as the windows title.
The constructor shouldn't be used as a dumping ground for all UI-related
initialization. Doing so makes it somewhat more difficult to reason about
how certain UI elements get created. It also puts unrelated identifiers in
the same scope.
This separates the UI creation out so code relevant to each component
is self-contained.
We don't really have to keep track of device opens/closes manually,
since we can already check that by calling IsOpened() on the device.
This also replaces some loops with for range loops.
Certain parts of the standard library try to determine whether or not a
transfer operation should either be a copy or a move. The prevalent notion
of move constructors/assignment operators is that they should not throw,
they simply move an already existing resource somewhere else.
This is typically done with 'std::move_if_noexcept'. Like the name says,
if a type's move constructor is noexcept, then the functions retrieves an
r-value reference (for move semantics), or an l-value (for copy semantics)
if it is not noexcept.
As IOFile deletes the copy constructor and copy assignment operators,
using IOFile with certain parts of the standard library can fail in
unexcepted ways (especially when used with various container
implementations). This prevents that.
'operator void*' is basically a pre-C++11-ism that was used, as C++03
only had the notion of implicit type-conversion operators, but not explicit type
conversion operators (allowing implicit conversion of a file handle to
bool can go downhill pretty quickly).
ExecuteCommand was becoming pretty confusing with unused variables
for some commands, confusing names (device ID != IOS file descriptor),
duplicated checks, not keeping the indentation level low, and having
tons of things into a single function.
This commit gives more correct names to variables, deduplicates the
device checking code, and splits ExecuteCommand so that it's
easier to read.
It's worth noting that some device checks have been forgotten in the
past, which has caused a bug (which was recently fixed in 288e75f6).
GCMemcard is only used outside of the core and has
no real reason to use the core's RTC. GetEmulatedTime
isn't designed to be called when the core isn't running.
Should fix https://bugs.dolphin-emu.org/issues/9871
From what I can tell, the emulated GPU places (0,0) at the lower left of
the image, and we were generating texture coordinates so that (0,0) was
at the upper-left in the expansion geometry shader, causing textures
used by point sprites to be flipped vertically.
Fixes the upside-down A button in Mario Golf.
Since in this case we're setting it based on the state at record start
time, not when a register is loaded, UseMemory would not be called, so
this could potentially wipe out texture memory that was valid.
This should ensure that when playing with loop enabled, the first frame is
in the same state each time. There is potentially still issues when the
start frame is set to something other than zero, but I'm not sure how we
could work around this without capturing the entire state on each frame.
Doing it from the add dialogs instead would prevent the call to these dialogs outside of a breakpointWindow which would be necessary for hotkeys binding.
Instead of needing different switch cases for
converting countries to regions in multiple places,
we now only need a single country-to-region switch case
(in DiscIO/Enums.cpp), and we get a nice Region type.
This also makes it a strongly-typed enum.
Considering that the flushing mode is a trait/behavior for the register
cache, it doesn't really make sense to have the enum separate from it.
This also has the benefit of removing constants from global scope.
This is done to not have the device combo box be too small in width when making the main sizer fit into the window. Not fitting the sizer would alternatively break Hidpi so it was best to just add an empty sizer to workaround this problem.
I think it's best to remove these if we are going to be adding new hotkeys since these would work no matter what so I can simply make these the default one instead.
This was kind of a pointless function, considering the parameter wasn't
used at all, so the other Flush() function could have been just directly
used instead.
Windows-1252 was sometimes being referred to as ASCII or ANSI
in Dolphin, which is incorrect. ASCII is only a subset of
Windows-1252, and ANSI is (rather improperly) used in Windows
to refer to the current code page (which often is 1252 on
Western systems, but can also be something entirely different).
The commit also replaces "SJIS" with "Shift JIS". "SJIS"
isn't misleading, but "Shift JIS" is more commonly used.
GetName() creates a new evdev device which calls tons of ioctls. But the
main culprit is close() which for input devices appears to be a slow
path in the kernel.
This commit reduces PopulateDevices() by 50% on my laptop, but ~730 ms
is still ridiculously slow for something that isn't needed right away.
We can't rely on the OS returning files and directories
in a deterministic order, so we should sort them on our own
if we want VolumeDirectory to work for movies and netplay.
This fixes a bug which caused Movie (input recording or playback) or
netplay not to be stopped. DolphinWX previously triggered a STM power
event, and then the STM directly stopped the emulation; the code
which stops Movie/Netplay was completely skipped.
This is fixed by moving it /before/ sending the shutdown event.
This allows removing DSPCore and DSPTables includes from the header file.
Doing allows resolving quite a bit of indirect includes that were present
throughout the DSP source files.
Another plus with this is that changes to the DSPEmitter don't require an
almost total rebuild of all DSP source files. The underlying reason for
most of the files being rebuilt it because DSPMemoryMap is used quite
extensively, however its header includes DSPTables.h. DSPTables.h includes
DSPEmitter.h as it uses the DSPEmitter type in a typedef. So any change to
the emitter would propagate through the DSPMemoryMap header. This will no
longer happen.
This is actually used as the DSP JIT, so this should be with the other JIT
source files.
This commit also makes it so changes to the JIT emitter don't require
recompiling all of the DSP core (i.e. changing the JIT won't require the
interpreter to be rebuilt).
Jit64 inherits from Jitx86Base which inherits from JitBase. JitBase
contains jo and js, which are instances of the JitOptions and JitState
structs. Because of the inheritance, there's no actual need to access the
jit global in order to get to these instances. They're already accessible
via the class hierarchy.
This happened when the geometry shader was disabled, and the uniform
buffer was grown to a larger size. The update would be skipped, leaving
the old buffer to be included in the descriptor set.
OnBootDrive used the "drives" member std::vector for drive paths, but
since PR #4363, this vector is not populated anymore, so we were
accessing it out of bounds.
Actually, drives was not needed in the first place, since we can
get the wxMenu from the event, and from there, get the label directly.
Much of Jit64Util consists of essentials, not utilities. Breaking these
out into their own files also prevents unrelated includes from being
present near other classes.
This also makes it easier to find and change certain components of the
x86-64 JIT, should it be necessary.
These provide the same semantics, however aggregate initialization
doesn't force the structs to be trivially copyable. memset, on the other
hand, does.
JUTWarningConsole_f calls vprintf, but in a way we currently don't
handle (which messes up the printed message). However, it is a standard
debug print function, so we can directly hook it instead of waiting for
the vprintf call.
This is necessary to fix debug output in a few games now that vprintf
is properly detected in more games.
This is more logical as the mic is plugged into an EXI slot so it should be configured via the GameCube config dialog. This also allows to pass the right port number for the new dialog.
This also moves the pipeline and descriptor set layouts used for texture
conversion (texel buffers) to ObjectCache, and shares a binding location
with the SSBO set.
Makes the information panel self-contained.
This was done first, as opposed to isolating the GameConfig panel--the
first panel in the group--as this panel had code all over the place in
ISOProperties, so I figured it'd be best to fix this one up first.
These disc images are encrypted and signed using a different set of keys.
We only care about the master key, so we check the signature issuer. If
it matches the debug issuer, then we'll use the RVT-R key. Otherwise,
the previous set of common and Korean keys are used.
The SDL backend crashes when you close a joystick after SDL_Quit has
been called. Some backends don't need to be shutdown and
re-initialized everytime, we can just ask to enumerate devices again.
It's questionable whether ES_LAUNCH should write *anything* to the
command structure at all, ever, given that it never actually returns
it back through the mailbox. But it *definitely* shouldn't write
anything to it if it has just launched a DOL, because otherwise it might
clobber code/data from the just-loaded application.
When booting "cooked" executables, BATs should already be set up and
enabled. They should only really be disabled when booting NAND contents
in real mode.
Should we ever introduce anything else that has to be done when a command
buffer is executed (e.g. invalidating constants from previous commit), we
don't have to update all the callers.
This could happen because the vertex memory was already committed, if a
uniform buffer allocation failed and caused a command buffer to be
executed, it would be associated with the previous command buffer rather
than the buffer containing the draw that consumed these vertices.
This was happening when a fence wait happened mid-frame. The data written
between the fence being queued and the allocation occuring was incorrectly
assumed to be consumed by the GPU.
Hotkeys
Make a new class that inherits from InputConfigDialog with a specialised constructor. The changes are mainly the top portion and it now uses tabs to categorise the hotkeys.
Redo the GCPad configuration dialog
The layout is similar, but it now allows flexibility to change it more easily.
Redo the GC Keyboard configuration dialog
Same layout.
Redo completely the Wiimote configuration dialog
Separated the controls into 2 tabs to make them less imposing overall.
Redo the Nunchuk configuration dialog
Similar layout, except for 2 control group sizers.
Redo the Classic controller configuration dialog
Same layout.
Redo the Guitar input configuration dialog
Stacked 2 sets of group together.
Redo the Turntable configuration dialog
More stacked groups and the window is much less wide.
Just setting up a switch on the type so that different dialogs can be instantiated. This also makes the extension type an enum because I don't see why not here and finally, it removes ControlGroupSizer. This removal allows to not dynamically generate the UI, but instead, let the specialised constructors do the layout.
Removed the unecessary forced tabbed layout, removed the layout part of the constructor and remade some method in preparation for tabbed styled input dialog such as the new hotkey configuration one. It breaks every inputconfigDialog, but this will get fixed in the next commits.
Also moved to a folder since there will be many more files created in the next commits so it gives better separation.
Making changes to ConfigManager.h has always been a pain, because
it means rebuilding half of Dolphin, since a lot of files depend on
and include this header.
However, it turns out some includes are unnecessary. This commit
removes ConfigManager includes from files which don't contain
SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the
ConfigManager include is not used).
(I've also had to get rid of some indirect includes.)
Prevents path traversal without needing an absolute path
function, and also improves accuracy (character sequences
like ../ appear to have no special meaning in IOS).
This removes the creation and usage of /sys/replace,
because the new escapes are too complicated to all
be representable in its format and because no other
NAND handling software seems to use /sys/replace.
This reverts commit 141f3bfb3a.
The implementation of getting absolute paths wasn't working
on non-Windows systems, which is a huge problem for IOS HLE.
For hotkeys, changed HotkeyManager to allow to get and make partial groups of hotkeys.
Also preserved the old configuration naming scheme for the ini, this is done to preserve compatibility with the older groups structure.
Add the ability to get GCPad control groups
Used like the HotkeyManager methods, this is used for the new GCPad configuration dialog.
Add the ability to get groups of Keyboard input
Same reasons as the previous ones.
Add ability to get groups of Wiimote input
Add the ability to get extensions group
This needed to pass to 3 classes. Will be used for their respective dialogs.
I know there is already #3521, but it currently needs a rebase and I
needed to add something to IPC_HLE_Device properly, that is, without
putting everything in the header, so this commit cleans up
IPC_HLE_Device first. (And only IPC_HLE_Device: the rest will still
be handled by #3521.)
Also fixes a few indirect includes (removing unused header includes
from IPC_HLE_Device.h broke building)
This is something that was copy-pasted across the IPC_HLE code
(because it's often used). Since all of the duplicated pieces of code
do the same thing as the previous EnqueueReply, except that they also
write to command_address + 0 and + 8 (to write the correct reply type),
this commit changes EnqueueReply to do that instead of having it
duplicated all over IPC HLE.
It was apparently causing heavy slowdowns on game even though it wouldn't spam much, probably caused by the amount of additional check caused by the logs levels changes.
This is mainly for potential Android fifoci usage, and thus is not
exposed anywhere in the UI. To enable, set DumpFramesAsImages under
Settings in GFX.ini.
When the emulated BT device is created, m_HCIEndpoint (which is a
CtrlBuffer)'s m_cmd_address is not initialised to 0. So it ends up
being a random value. This is normally not an issue… but the
emulated Bluetooth code relies on m_cmd_address to know whether the
HCI endpoint is still valid.
This is a problem with ES_Launch, because the bt_emu class is
destructed and re-constructed, and while m_cmd_address is still
uninitialised, the ES_Launch code disconnects all Wii remotes,
which triggers a HCI event and hence the bug.
Instead of resetting two command buffers, now we only have to call
vkResetCommandPool once at the start of a frame.
NV's recommends using one pool per frame/thread. May offer a very small
boost in performance on some systems.
%n writes to a pointer that's provided as a parameter.
We didn't have a custom implementation of this before,
meaning that %n would trigger a write to the host
memory instead of the emulated memory!
The bounds checks in IOCtl were using 0x200 as the size of
m_Registers, which is more than the actual size, 0x200 / 4.
This commit turns m_Registers into an std::array to allow
for a correct and obvious way of getting its size.
anv seems to set this to zero, which is fine according to the spec, but
we were using it as a maximum, which was resulting in a swap chain
without any buffers being created.
This fixes the screenshot stutter, as this needs more than a frame.
So we won't stall on the png writing at all until emulation stops or
a new screenshot is requested.
This increase the performance of good backends a bit, but slows down the bads one a lot.
Let's fix those backends instead of forcing stupid memcpy in the common code.
Makes for a cleaner separation of functionality, as well as removing
multiple includes from the main header file. It also gets a bunch of
structs and enums out of the global namespace.
Coincidentally, this also gets rid of an indirect include cycle that
could have broken compilation of Core.cpp in the future, since it was
relying on IPC network includes to resolve functions in Common/NandPaths.h.
This makes it easier to separate out the individual net classes in a
follow-up. Separating these out would also make it less of a pain to
figure out what's going on, since you wouldn't need to sift through 1000+
lines of code.i
This used an invalid pointer, which was only valid within AddFrame.
This drops a feature which shall dump the last frame as it might was dropped before.
A good implementation however should "overwrite" the last frame if the time matches.
But this needs to delay every frame a bit.
This eliminates public usage of the GetMenuBar() function in CodeWindow.
The benefit of this is it also gets rid of the need to perform direct
access across the config dialog and the main frame. It also gets rid of
the use of the main_frame global.
GetMenuBar() will be removed entirely from CodeWindow in a follow-up that
also removes any related remnants of code made obsolete with its removal.
Gets rid of more menu-related code from CodeWindow and puts it back in
CFrame where it belongs.
This turns the previous menu update function within CodeWindow into one
that simply updates the debugger font for its managed controls. It also
improves how the font is actually updated. Previously, fonts would change,
however this wouldn't actually reflect onto the respective controls until
a refresh or update event occurred. Since codeview, callstack, symbols,
callers, and calls windows are all managed by a wxAuiManager instance,
calling Update() on it after the font has been set will reflect font
changes immediately.
There's not a lot of point in passing these around or storing them
(texture cache/state tracker mainly) as there will only ever be a single
instance of the class.
Also adds downcast helpers such as Vulkan::Renderer::GetInstance().
In the code view, it would never say r1 or r2, but rather sp (stack pointer) and rtoc (register of the table of content) respectively. In the register view, all it says is the register number. This is an inconvenience considering it might not be obvious which register belongs to which of these terms.
Also make r13 named the "sda" for small data area with the same convention as above.