Previously, when Pause at End of Movie was disabled, the game would continue running as it should, but the menu bar would think the game was paused, showing the play button instead of the pause button. To make things worse, clicking the play button would then restart the game, instead of pausing or doing nothing. F10 paused/unpaused as normal, though.
The old behavior was essentially to enable stepping/pause mode (via `CPU::Break()`) and then if Pause at End of Movie was disabled, to un-pause on the host thread (via `CPU::EnableStepping(false)`). For reasons which aren't entirely clear to me, the first one notified the menu bar (through the `Host::UpdateDisasmDialog` callback, not the `Settings::EmulationStateChanged` one), and the second did not. In any case, this approach does not particularly make sense; I don't see any reason to pause and unpause if Pause at End of Movie is disabled; instead, we should only pause when Pause at End of Movie is enabled.
This behavior was probably introduced in c1944f623b, though I haven't tested it.
directly_mapped_vars was added in #69 (4129b30494), but for some reason FIFO_BP_LO/HI were split out from it in in #885 (65af90669b). As far as I can tell, this code (and the code that existed at the time) is identical, so there's no reason to have it handled separately.
In a code block where a guest register is accessed at least twice and the
last access is a write and the register is not discardable immediately
after the second-to-last instruction (perhaps there is an instruction
in between that can cause an exception), currently Dolphin's JITs will
flush the register after the second-to-last instruction.
It would be better if we replaced the flush after the second-to-last
instruction with a flush that only happens if the exception path is
taken. This change accomplishes that by marking guest registers as
"in use" not just when they are used as inputs but also when they are
used as outputs, preventing the loop in DoJit from flushing the
register until after the last access.
This makes codegen faster (by perhaps 10-20% in the case of Jit64,
I didn't measure too closely), which helps speed up NBA Live 2005
a little. But the game still has serious performance issues.
The DSP JIT only applies on x64, so if it doesn't work on esoteric compilers then that's not a problem. (And if it fails to compile, then it'll still produce an error on that platform, just no warnings on other platforms)
The size variable started to be unused when I created std::array variants of ReadArray, but we should follow it in case any files have fewer registers stored than they should (otherwise the remaining registers would end up with garbage data from later in the fifolog). Though, there probably aren't many fifologs where this is relevant.
Large amounts of logging can have an impact on performance, so moving the ones that have been determined to not matter to the warn level gives a way to hide those messages without hiding actual errors (and also gives a fast visual way of distinguishing between ignored and non-ignored ones due to the different colors).
Fixes https://bugs.dolphin-emu.org/issues/12827.
A description of what was going wrong:
JitArm64::Init first calls CodeBlock::AllocCodeSpace, after which
CodeBlock and Arm64Emitter consider us to have 96 MB of code space
available. JitArm64::Init then calls AddChildCodeSpace, which is
supposed to take 64 MiB of that space and give it to m_far_code.
CodeBlock's view of how much space there is gets updated from 96 MiB
to 32 MiB, but due to the missing call, Arm64Emitter keeps thinking
that it has 96 MiB of space available.
The last thing JitArm64::Init does is to call ResetFreeMemoryRanges.
This function asks Arm64Emitter how much code space is available and
stores a range of that size in m_free_ranges_near, meaning that
m_free_ranges_near ends up being backed by both nearcode and farcode!
This is a ticking time bomb; as soon as we grab memory from
m_free_ranges_near which is backed by farcode, we're in trouble.
The crash I ran into in my testing was caused by fastmem code being
allocated in farcode (our backpatch handler only handles accesses made
from nearcode), but you may as well get errors caused by code intended
for nearcode overwriting code intended for farcode or vice versa.
So why did NBA Live 2005 crash when most games had no problems,
and why was the bug bisected to the commit that increased the size
of far code from 16 MiB to 64 MiB? Well, as long as we're only
using the first 32 MiB of the big 96 MiB range, everything works.
What happens with NBA Live 2005 (I have not investigated exactly
through what mechanism this happens) is that at some point the range
in m_free_ranges_near gets split into two ranges, one which is
backed by nearcode and one which is backed by farcode. Dolphin
prefers to select the biggest range available (we don't want to
pick a tiny 1 KiB range that may not be able to fit the whole block
we're about to emit, after all), and after increasing the size of
farcode to 64 MiB, farcode is bigger than nearcode.
It doesn't make sense for alpha to add the bias ONLY when dividing by 2, while color doesn't apply the bias for divide by 2 only; hardware testing indicates that alpha should have the bias.
This fixes the menus in Mario Kart Wii (https://bugs.dolphin-emu.org/issues/11909) but reintroduces the white rectangle in Fortune Street.
This reverts commit 5aaa5141ed (and several other matching changes elsewhere).
Apparently there are phones where accessing Dolphin's app-specific
directory isn't just annoyingly hard but actually impossible.
To give users of those phones at least some kind of way to manage
their data (even if it's a lot less convenient than if we were
allowed to let the user open the app-specific directory in a
file manager), I'm adding a way to export the directory to a
zip file and then import it back.
These files cannot compile correctly as C, so there's no reason to have
ifdefs for C compatibility.
We switched to not checking the __cplusplus macro in our JNI code some
time ago, but it seems like I forgot to remove it from these two files.
We don't have a timeout like this on other platforms, and it doesn't
accomplish anything useful as far as I can tell. If you trigger it,
all that happens is that you don't get a working game and also can't
press Exit Emulation without Dolphin hanging (stuck in Core::Shutdown).
Turning off primitive restart increases performance a lot on
Adreno for some reason. We're talking numbers like 50%-100% faster
in situations which are bottlenecked by rendering.
* Disabled: disables the overlay pointer
* Follow: default behaviour, IR pointer follows touch position
* Drag: IR pointer moves relative to the initial touch event position
At least in GLSL, after calling EmitVertex() the value of all 'out' variables (including gl_Layer and ps) becomes undefined. On OpenGL it seems like they were unchanged, but on Vulkan they became 0, resulting in bad rendering.
Fixes https://bugs.dolphin-emu.org/issues/12001
Currently, disabling mGBA when building gets rid of the ability to
change the GBA saves directory in DolphinQt, but it doesn't actually
get rid of Dolphin loading and storing the setting and creating the
folder. If the setting is set to a path you don't want to use
(perhaps you are trying to turn Dolphin portable), this is annoying.
To avoid accidentally making mistakes like this in the future,
I'm gating the existence of the setting behind an ifdef.
DiscIO depends on some IOS functions and other functions, which are in Core and not Common. This results in link errors if using DiscIO on its own (which is why DolphinTool had a listed dependency on videocommon; videocommon has a dependency on core so adding that made things build).
Fixes a crash that could occur if the static constructor function for
the MainSettings.cpp TU happened to run before the variables in
Common/Version.cpp are initialised. (This is known as the static
initialisation order fiasco.)
By using wrapper functions, those variables are now guaranteed to be
constructed on first use.
Using unsigned char* or signed char* results in a deprecation warning, which is treated as an error. It needs to be casted to regular char* for it to work.
At least in MSVC (which is not restricted from targetting C++20), these can be resolved to either std::format_to or fmt::format_to (though I'm not sure why the std one is available). We want the latter.
This format string is by definition dynamic and can't be checked at compile time. There are other similar strings in the log handler and in asserts, but they use vformat and thus don't need fmt::runtime. We might be able to do a similar thing where the untranslated string is compile-time checked, but FmtFormatT is used in so few places that I don't want to handle that in this PR.
This syntax is allowed by GLSL, but HLSL doesn't allow it. This meant that games using R8 comparisons in equal mode would produce shaders that failed to compile. Super Mario Galaxy's water levels were affected by this.
This matches BootManager.cpp's old behavior.
Note: The other settings of the "Controls" section (WiimoteSource
and WiimoteSourceBB) are still handled in BootManager.cpp.
The "DSP" game INI section name was supported by BootManager.cpp
before the section was ported to the new config system.
For backwards compatibility, we should keep supporting it.
Should fix https://bugs.dolphin-emu.org/issues/12792
HRWrap now allows HRESULT to be formatted, giving useful information beyond "it failed" or a hex code that isn't obvious to most users. This commit does not add any uses of it, though.
It's a complete coincidence that both SIDEVICE_GC_CONTROLLER (6)
and SIDEVICE_WIIU_ADAPTER (12) are divisible by 6. Dividing
by 6 because of that doesn't make sense, especially not if we
want to add support for more kinds of SI devices on Android later.
This option has always existed since it's used by FifoCI, but now it can be changed at runtime. Looping is something that should almost always be on, but it can be useful to turn it off when frame-dumping is enabled so that hundreds of copies of the same frame aren't created. Before, turning it off required restarting Dolphin.